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1

Wang, Lujiaozi, and Siyu Zhu. "Online Game Addiction Among University Students." Thesis, Högskolan i Gävle, Avdelningen för socialt arbete och psykologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13757.

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This thesis is about the effects of online game addiction on both Swedish and Chinese undergraduate students at University of Gävle, Sweden. It aims at investigating the impact that online games have on undergraduate students at University of Gävle, Sweden. As most of the previous researchers in this area conducted a quantitative research, we decided to do a qualitative research which can help us to get a deeper and better understanding of online game addiction.
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2

Cross, Nicole Alexandra. "The Relationship of Online Gaming Addiction with Motivations to Play and Craving." Bowling Green State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1435084396.

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3

Welsh-Morgan, Bryan. "The Impact of Online Games such as World of Warcraft on Today's Youth." UOIT, 2010. http://hdl.handle.net/10155/64.

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4

MacGregor, Scott A. "Extension and Validation of an Adult Gaming Addiction Scale." Antioch University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1418231740.

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5

Parsons, Jeffrey Michael. "An examination of massively multiplayer online role-playing games as a facilitator of internet addiction." Diss., University of Iowa, 2005. http://ir.uiowa.edu/etd/98.

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6

Bopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.

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Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s.
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7

Wolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.

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Massively multiplayer online games (MMOGs) are a popular type of online video game. While these games and their players have been studied previously, there is gap in the literature that examines the relationship between one’s motivation to play MMOGs and loneliness, depression, and problematic use. For this study, 440 players of World of Warcraft (WoW), a popular MMOG, completed a demographics questionnaire and four measures, including Williams, Yee, & Caplan’s (2008) motivation measure, Peter’s & Malesky’s (2008) World of Warcraft-specific Problematic Usage-Engagement Questionnaire, UCLA’s Loneliness scale, and The Depression Anxiety Stress Scales. Results from quantitative analyses suggest that MMO players who are motivated to play for reasons of achievement and immersion are more likely to experience problematic use than those persons who play for social motivations. Loneliness and depression were only positively related with immersion motivated players, and there exists a significant negative relationship between social motivation and depression. These results suggest that gamers who play WoW for immersive reasons are the most at-risk in comparison to their peers. Implications for counseling, limitations, and directions for future research are discussed.
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Lewis, Michael Scott. "Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and Addiction." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461232700.

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9

Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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10

Ahlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.

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The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marriage gamed or just one individual gamed (couple-gaming type). Couples in which only one individual gamed (individual-gamer couples) had significantly lower marital satisfaction than all other groups and couples in which both gamed about the same amount of time (equal-gamers) held the highest marital satisfaction of the groups. Prediction models of marital satisfaction were determined for each couple-gaming type. The strongest predictions present in most of the models for marital satisfaction were the frequency that the couple retired to bed at the same time and the frequency that the couple quarreled specifically about gaming. Much MMORPG research has been presented on youth and adults, however to date there is no research on married gamers. Recent research on the video game habits of emerging adults called for further in depth investigation of the implications of video game use in the family formation stage of life.
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11

Martinsson, Christoffer, and Julia Nyström. "Vilka faktorer bidrar till att spelare fastnar i MMORPG spel?" Thesis, Örebro University, Swedish Business School at Örebro University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-2172.

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Massiva onlinerollspel är idag mycket populära och försäljningen och spelandet utav dessa ökar markant. I och med detta väcks frågan om vad det är i dessa onlinespel som gör att människor spelar och fortsätter spela. Denna uppsats inriktas främst mot MMORPG:s, Massively Multiplayer Online Role-Playing Games, då författarna anser att det är i denna onlinespelsgenre den största möjligheten att finna och definiera de faktorer, som påverkar

spelares vilja att spela, finns. För att ta reda på dessa faktorer skapades en enkät vars frågor utformades med en gameflowmodell i baktanken. Denna enkät lades sedan ut på sex olika onlinespelsanknutna forum, där totalt 105 spelare anonymt deltog. Den bygger dock även på tidigare gjorda undersökningar och rapporter om onlinespelandets anledningar, analyserade artiklar inom ämnet MMORPG spel och sist men inte minst författarnas egna erfarenheter utav MMORPG spel.

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12

Махнева, Т. Б., and T. B. Makhneva. "Исследование совладающего поведения молодежи, играющей в онлайн-игры : магистерская диссертация." Master's thesis, б. и, 2021. http://hdl.handle.net/10995/99995.

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Объектом исследования явилось совладающее поведение и его основные особенности. Предметом исследования стали особенности совладающего поведения у молодежи, склонных к зависимости от онлайн-игр. Магистерская диссертация состоит из введения, двух глав, заключения, списка литературы (61 источник) и приложения, включающего в себя бланки применявшихся методик и рисунки с результатами по заявленным методикам. Объем магистерской диссертации 96 страниц, на которых размещены 18 рисунков и 8 таблиц. Во введении раскрывается актуальность проблемы исследования, разработанность проблематики, ставятся цель и задачи исследования, определяются объект и предмет исследования, формулируется основная гипотеза, указываются методы и эмпирическая база, а также этапы проведения исследования, научная новизна, теоретическая и практическая значимость работы. Первая глава включает в себя обзор иностранной и отечественной литературы по теме совладающего поведения. Представлены разделы, посвященные исследованию социально-психологических особенностей периода молодости, социально психологических особенностей молодежи, склонной к зависимости от онлайн-игр. Выводы по первой главе представляют собой итоги по изучению теоретического материала. Вторая глава посвящена эмпирической части исследования. В ней представлено описание организации и методов проведенного исследования и результатов, полученных по всем использованным методикам: опросник «Способы совладающего поведения» Лазаруса, опросник Плутчика – Келлермана – Конте. Тест для диагностики механизмов психологической защиты, опросник социально-психологической адаптации, СПА (Test of Personal Adjustment), тест Кимберли Янг на интернет-зависимость, диагностика гейм-аддикции (Кочетков Н.В.). Также в главе представлен статистический анализ результатов исследования. Выводы по главе 2 включают в себя основные результаты эмпирического исследования. В заключении в обобщенном виде изложены результаты теоретической и эмпирической частей работы, а также выводы по выдвинутой гипотезе, обоснована практическая значимость исследования и описаны возможные перспективы дальнейшей разработки данной проблематики.
The object of the research was coping behavior and its main features. The subject of the research is the coping behavior of young people prone to addiction to online games. The Master's dissertation consists of an introduction, two chapters, a conclusion, a list of literature (61 sources) and an appendix, which includes the forms and pictures with the results according to the declared methods. The volume of the master's thesis is 96 pages, which contain 18 figures and 8 tables. The introduction reveals the relevance of the research problem, the elaboration of the problem, sets the goal and objectives of the research, determines the object and subject of the research, formulates the main hypothesis, indicates the methods and empirical base, as well as the stages of research, scientific novelty, theoretical and practical significance of the work. The sections devoted to the study of the indicators of the structural components of school adaptation and their interrelationships in fifth grade students are presented. The first chapter includes a review of foreign and domestic literature on coping behavior. The sections devoted to the study of the socio-psychological characteristics of the period of youth, the socio-psychological characteristics of young people prone to addiction to online games. Conclusions for the first chapter represent the results of the study of theoretical material. The second chapter is devoted to the empirical part of the study. It is a description of the organization and methods of the study and the results obtained by all the methods used: the questionnaire "Methods of coping behavior" by Lazarus, the questionnaire of Plutchik - Kellerman - Conte. Test for the diagnosis of psychological defense mechanisms, questionnaire of socio-psychological adaptation, SPA (Test of Personal Adjustment), Kimberly Young test for Internet addiction, diagnosis of game addiction (Kochetkov N.V.). The chapter also provides a statistical analysis of the research results. Conclusions from Chapter 2 include the main findings of the empirical study. The conclusion summarizes the results of the theoretical and empirical parts of the work, as well as conclusions on the hypothesis put forward, substantiates the practical significance of the study and describes possible prospects for the further development of this problem.
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Holmgren, Johan. "Addiction to smartphone games : Using smartphone game components to create an addiction." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121946.

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Smartphone games are very popular and have the highest revenue of all smartphone application categories. Some even suggest that the the games can create an addiction. This addiction has however not been classified as a disorder and the components in the games that create an addiction have not been determined. This thesis had two goals. The first was to investigate and identify addictive components in smartphone games. The second goal was to use these components to develop an addictive proof of concept smartphone game prototype. The prototype was also to be evaluated regarding usability and how well it included the addictive components. The components in these games that create an addiction were identified using a literature study. After establishing a theoretical framework, eight different areas of addictive smartphone game components were found. These areas were further condensed into 16 guidelines of how to make a smartphone game addictive. The guidelines were used to create a prototype which later was evaluated with a supervised play test, a short interview, a usability questionnaire and a survey with questions regarding how well the guidelines were implemented. The usability of the game prototype was regarded as good and 13 of 14 implemented guidelines received positive results in the survey. In addition to this, all test users also regarded the game prototype as fun to play and wanted to play it again. Based on these results, the implemented smartphone game prototype was concluded to be addictive.
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Yan, Jianxin. "Security for online games." Thesis, University of Cambridge, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.436690.

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15

Pöyhtäri, A. (Aleksi). "Social gaming in online games." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201605221858.

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The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social construct and how social interaction changes the gaming experience. Social interaction in games brings people together. Online games have been researched from many points of view. However, the research done from social perspective is relatively new and this is why I wanted to write my thesis from the social interaction perspective. Games are created more and more social. Gaming culture has changed from single player games to games where gamers interact with the world and each other with the help of different technologies. Social contacts from games extend outside the game world. Social media and gaming communities in the internet bring people together to share their experiences and find company to play with. The world of online games is not just playing games. Gaming has become a way of life and a culture. Gamers converse in their own communities about games, gaming related affairs and everything else. Even though most conversations in the communities relate to games, gamers exchange a lot of information about themselves and things related to them. The research utilizes scientific articles as a base for the theory and a questionnaire that has been distributed among Finnish gamers.
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Saarinen, T. (Teemu). "Toxic behavior in online games." Master's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201706022379.

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Online gaming is the entertainment of the masses nowadays as it entertains hundreds of millions of players around the world on daily basis. Along with the popularity of online gaming, phenomenon of toxic behavior has also taken root in those games. Toxic behavior is strongly present in current day online games and very few people are spared from it nowadays. The purpose of this study was to take a closer look into the toxic behavior and how it affects those who actively play online games. This study started by conducting literature review to identify the various different aspects that surround the online gaming in addition to toxic behavior. Different types of toxic behavior were also identified from current literature. The themes that emerged from the literature review formed a backbone for constructing a qualitative interview, the designated data gathering method of this study. Aim of the research interviews was to gather information on how the various different toxic behaviors affect the online gaming of the interviewees who were all active online game players. Data gathered by the interviews was analyzed by conducting inductive content analysis, where prominent themes were brought up for closer inspection and reported in the findings. On a general level, the results of the current study suggested that toxic behavior affects online gaming in a negative way, with very few exceptions. For example, cheating was seen as a behavior that destroys the competition aspect of the game and ruins the game for all the participants, while flaming was often simply discarded as provocation and simply ignored. Tangible toxic behaviors like cheating and griefing were found to affect the gaming experience and flow sensation found in gaming in a very negative way. Unchecked cheating was even found to be a cause for quitting a game for good for some people. The current study found hints of more organized forms of scamming taking place in online games instead of just act that takes place between two players. Even cyberbullying was reported, as multiple stories of players ganging up on single player of lower skill were heard. The current study provides the reader with up-to-date information on toxic behavior in online games and how it affects the online gaming, mainly from the viewpoint of veteran players. Additionally, based on the interview data and the content analysis, a three-tier list on how to fight toxic behavior was gathered for the game developers. Based on the results of the current study some future research actions were suggested. Cyberbullying in online games was found to be one area in need of a more in depth look, and the link between toxic behaviour and flow in online games was found to require further studies.
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Ahmed, Usman, and Inam Ullah. "Video Games Addiction : POSITIVE AND NEGATIVE EFFECTS OF PLAYING VIDEO GAMES ON YOUTH AND CHILDREN." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17237.

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Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media entertainment. Video games are also the most popular form of media entertainment and gaming environment. It has been popular long before the new generation video games idea was ever thought by the video game designers. Through our research we tried to investigate the positive and negative effects of video games on youth and children. This form of entertainment is more designed attracted among the people, due to the high sophisticated music and environment, which catches every eye. We not only analyzed the previous attempts in this area, but also tried to add some contribution to it. The excessive use of video games makes it more damaging effects on a young mind. Parents and teachers should keep a check on youngsters, and also the companies who design such violent games should keep in account that, what they show through these video games must have some logical or educational value. Many children and youngsters we found through our survey like to play video games because they do not have any other entertaining options. Violent video games are the most appreciated one among children and young people because of the detailed high quality graphics, more realistic images, use of artificial intelligence, complex game strategies, intelligent game inference engines and human-machine interaction. Parents should keep check on their children and select such video games for them which teach their children some useful things and beneficial for them in studies and near future. The teachers in school should also talk more about the advantages of educative games or physical games to develop the young minds more professional and realistic, rather than creating fantasy and fake imaginations. Our survey and research showed us that due to the high attraction of the video games, positive and negative effects are going side by side. Many youth and children do not take the video games seriously and just play them as any another game, while some video game players have disturbed their studies and health by playing the video games for many hours. Many children and young generation denied calling it as an addiction or bad habit. If violence and killing a life is entertainment then human beings will consider it, as a fun and modern society cannot be defined as civilized. This is what we found from our research and survey.
Program: Magisterutbildning i informatik
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Hawker, Michael. "Subgames in massively multiplayer online games." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=21992.

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With the launch of World of Warcraft in 2004, Massively Multiplayer Online Games (MMOGs) really came into their own as millions of people started playing worldwide. Providing scalability to such a large audience while maintaining a consistent gameplay experience is a diffcult task which many companies face in an industry where only few succeed. This thesis focuses on the issues of how a MMOG can be scaled to support more concurrent players and how consistency can be maintained in a Distributed Multi-Server Environment (DMSE). As a basis for investigation the notion of "Subgames" (i.e. games within games) was introduced. As smaller, more flexible game units, subgames reduce scalability problems but raise consistency concerns by requiring modular game actions in a distributed environment to function. This is addressed through a new transactional protocol and action framework which abstracts and solves consistency issues while creating an infrastructure which allows for scalability. A complete solution is illustrated using these techniques through the design of general game mechanics and subgames. The approach here further enables scalability of MMOGs in a DMSE and provides a general framework for the further investigation of MMOG consistency and scalability through subgame instances.
La popularité des jeux massivement multi-joueurs en ligne ( MMOGs ) a grandement augmenté avec l'arrivée du jeu World of Warcraft, qui est joué par des millions de personnes à travers le monde. Cependant, ce type d'application nécessite des infrastructures extensibles pour accommoder des milliers de joueurs, tout en offrant une expérience de jeu consistante. Ceci représente un grand obstacle que plusieurs compagnies doivent affronter, mais qui est surmonté par peu. Cette thèse aborde les problèmes reliés à la croissance du nombre de joueurs simultanés, tout en discutant comment maintenir un environnement distribué multi- serveurs ( DMSE ) consistant. La notion de sous-jeux ( un jeu qui se déroule l'intérieur d'un autre jeu ) a été utilisée pour mieux étudier le problème. En tant qu'unités de jeu plus petits et flexibles, les sous-jeux facilitent la croissance, mais augmentent les problèmes de concurrence puisque leur bon fonctionnement nécessite des actions modulaires dans un environnement distribué. Ces défis sont adressés par un nouveau protocole transactionnel et un cadre d'applications d'actions qui font abstraction et règlent les problèmes de consistance, tout en offrant une infrastructure qui permet une certaine croissance. Une solution, où les mécanismes de jeux et de sous-jeux sont adaptés en conséquence, illustre les techniques proposées dans cette thèse. Ces techniques permettent une plus grande croissance pour les jeux MMOGs dans un DMSE, tout en fournissant des outils de sous-jeux qui permettent l'étude des défis de consistance et de croissance.
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Collet, Thibault. "Massively Online Games with Food Chains." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9637.

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MMOGs (Massively Multiplayer Online Games) are today a multi-bilion dollar industry where typically thousands of players interact in a virtual world. Two of the main complaints of the MMOG community are the lack of interaction with the virtual universe, and the repetitive gameplay patterns. Introducing a virtual alimentary chain for the targets would allow for a much more exciting experience since the genetic evolution of the opponents would make each fight more unique, and collaboration among player community would be necessary to keep a sustainable balance in the virtual world. As these kind of games are designed for many thousands of players in real-time, a lot of compute power will be needed to simulate the genetic evolution. Parallel computing can greatly improve the performance, assuming the software is properly designed with parallelizations in mind. A couple of different schemes will be considered. Trying to fetch the ecology studies, a prototype architecture is presented here. A non-linear genotype-phenotype transformation mechanism (also called morphogenesis) has been designed with the purpose of obtaining Lotka-Volterra equations result. These research will lead to discussions and conclusion, hopefully guiding further development in this area.

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Tucker, Staci. "Griefing: Policing Masculinity in Online Games." Thesis, University of Oregon, 2011. http://hdl.handle.net/1794/12140.

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vii, 124 p.
Despite the rise in participation and economic importance of online games as a media phenomenon, ever-growing virtual worlds that seemingly exist as "third places" for social interaction and relationship formation, there is little research on the experiences of gamers with harassment, discrimination, and hate speech. Though changes in the industry serve as evidence of shifting attitudes about female, GLBTQ, and non-white gamers, harassment and use of hate speech based on sex and sexual orientation continue to flourish unchecked in online games. This study explores the prevalence of homophobia and sexism in online games as expressed through "griefing" behavior used to police competitive spaces traditionally dominated by white, heterosexual men. This thesis employs qualitative research methods to illuminate the persisting homophobia, sexism, and racism as experienced by gamers in online console and PC games.
Committee in charge: Carol Stabile, Chair; Pat Curtin, Member; Gabriella Martinez, Member
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Widyanto, Laura Laurentia. "Internet addiction : assessment and online and offline selves." Thesis, Nottingham Trent University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.441485.

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Nielsen, Daniel. "Virtual Goods in Online Games - A study on players’ attitudes towards Lootboxes and Microtransactions in Online Games." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23630.

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The aim of this thesis is to investigate players’ attitudes towards microtransactions within online games. The thesis is based on a multi-method approach combining the following methods: focus group-interviews, interview questions posed to hosts of a podcast, for then to discuss in their episode, and a survey. The results of this study are a categorization of players’ attitudes towards microtransactions consisting of: Activist, Idealist, Agile, Pragmatist, Enthusiast and Compliant. By adopting de Certeau’s concept of strategies and tactics, I have elicited distinctive reactions and ways of meaning making towards microtransactions, associated with each proposed category. Apart from categorizing player attitudes, this study has also identified microtransactions to have brought the broader player base into the symbiosis that previously existed exclusively between fan-programmers, socialized players, and game companies. Meaning, feedback from the whole player-base is crucial for success in implementing microtransactions. In turn, this is perceived as a strategy that surrenders power from the producer to the user.
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White, Dustin. "Role recognition in massively multiplayer online games." Winston-Salem, NC : Wake Forest University, 2009. http://dspace.zsr.wfu.edu/jspui/handle/10339/43154.

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Thesis (M.S.)--Wake Forest University. Dept. of Computer Science, 2009.
Title from electronic thesis title page. Thesis advisor: William H. Turkett Jr. Vita. Includes bibliographical references (p. 61-62).
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Mäkynen, R. (Riku). "Cheat prevention & detection in online games." Bachelor's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201805091692.

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The purpose of this thesis is to describe ways in which bots (also known as robots) work in video games and other ways in which these bots can be differentiated from normal human players. Research question: Is it possible to deal with bot users in such a way that the game developers didn’t have to stray away from their core skill sets? The most important finding of this thesis was the fact that by analysing user inputs with a neural network one could differentiate between a bot and a human with a good degree of certainty.
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Zabet, Felicia-Dana. "Playing together and ritualisation in online games." Thesis, University of Kent, 2012. https://kar.kent.ac.uk/33681/.

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There is a tradition in game studies of seeing games as ‘more than games’. In the vein of this tradition, the social aspects, in general, and the practices of playing together, in particular, are increasingly conceived of as essential for games and the relationships of the players. However, there is currently no comprehensive description of them and their roles through an integrative framework. This thesis investigated certain social aspects in and around online games, with a particular emphasis on the practices of playing together with fellow players, friends, family and romantic partners. To explain all these practices in an integrated fashion, an ethnographic study was conducted (using participant observation and 57 structured and semi-structured interviews) and the data were analysed mainly through a ritualisation framework. This framework was inspired by a multidisciplinary perspective on secular ritual in modern and post-modern societies. Notably, the concept of relationship rituals (coming from social psychology) was very useful. In the context of online games, ritual and ritualised play (but also ritualisation as a process) refer to practices through which the game is enriched with new meanings which go beyond its ludic instrumentality, that is, the game moves across the frame of being ‘just a game’. These new meanings include those focusing on relationships, social interactions (including sociability, cooperation, conflict and competition) and identity. The emerging practices of playing together belonging to two dimensions of ritualisation, mainstream and subversive ritualisation, and their functions were described and analysed in two online games, World of Warcraft (WoW) and Star Kingdoms (SK). On the mainstream dimension, two types of relationship rituals were identified and analysed in WoW, namely initiation rituals and playing together rituals. In addition, the quantitative results generated from the interviews with WoW players were similar to the ones from the literature and supported the qualitative analysis. The current findings confirmed the ideas that most players play with close others and the social aspects of online games are essential for gameplay. Most importantly, the thesis described in detail and analysed the practices of playing together and their roles, showing that ritualisation provides a comprehensive framework able to address their diversity. Subversive ritualisation was explored as well by looking at the emerging, subversive practices of playing together, taking the form of Underground Aliances in SK (which are player created social structures also called UAs, having a complex relationship with both official and player rules). These practices were found to be influenced by the way the game was designed to respond to the existing and developing relationships of the players. Moreover, this thesis identified and presented the functions of UAs. To sum up, playing together is ritualised in and around online games, that is the games transform in veritable ‘tools to relate with’ and ‘tools to build identity with’. These meanings focussing on relationship and identity support the idea that the social aspects in and around online games are essential for both the relationships/social interactions of their players and their gameplay.
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26

Ehlert, Anton. "Improving Input Prediction in Online Fighting Games." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-296341.

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Many online fighting games use rollback netcode in order to compensate for network delay. Rollback netcode allows players to experience the game as having reduced delay. A drawback of this is that players will sometimes see the game quickly ”jump” to a different state to adjust for the the remote player’s actions. Rollback netcode implementations require a method for predicting the remote player’s next button inputs. Current implementations use a naive repeatlastframe policy for such prediction. There is a possibility that alternative methods may lead to improved user experience. This project examines the problem of improving input prediction in fighting games. It details the development of a new prediction model based on recurrent neural networks. The model was trained and evaluated using a dataset of several thousand recorded player input sequences. The results show that the new model slightly outperforms the naive method in prediction accuracy, with the difference being greater for longer predictions. However, it has far higher requirements both in terms of memory and computation cost. It seems unlikely that the model would significantly improve on current rollback netcode implementations. However, there may be ways to improve predictions further, and the effects on user experience remains unknown.
Många online fightingspel använder rollback netcode för att kompensera för nätverksfördröjning. Rollback netcode låter spelare uppleva spelet med mindre fördröjning. En nackdel av detta är att spelare ibland ser spelet snabbt ”hoppa” till ett annat tillstånd för att justera för motspelarens handlingar. Rollback netcode implementationer behöver en policy för att förutsäga motspelarens nästa knapptryckningar. Nuvarande implementationer använder en naiv repetera-senaste-frame policy för förutsägelser. Det finns en möjlighet att alternativa metoder kan leda till förbättrad användarupplevelse. Det här projektet undersöker problemet att förbättra förutsägelser av knapptryckningar i fightingspel. Det beskriver utvecklingen av en ny förutsägelsemodell baserad på rekursiva neuronnät. Modellen tränades och evaluerades med ett dataset av flera tusen inspelade knappsekvenser. Resultaten visar att den nya modellen överträffar den naiva metoden i noggrannhet, med större skillnad för längre förutsägelser. Dock har den mycket högre krav i både minne och beräkningskostad. Det verkar osannolikt att modellen skulle avsevärt förbättra nuvarande rollback netcode implementationer. Men det kan finnas sätt att förbättra förutsägelser ytterligare, och påverkan på användarupplevelsen förblir okänd.
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27

Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goulots d'étranglement connus, et pourtant les implémentations actuelles restent centralisées. Cette thèse montre également qu'il est possible de concevoir un service d'arbitrage au-dessus d'un système de réputation. Le service résultant reste très efficace sur une grande échelle, à la fois en termes de performance et en termes de prévention de la fraude. Comme l'arbitrage est un problème similaire à la détection de fautes, cette thèse étend l'approche proposée pour surveiller les défaillances
Massively Multi-player Online Games (MMOGs) aim at gathering an infinite number of players within the same virtual universe. Yet all existing MMOGs rely on centralized client/server architectures which impose a limit on the maximum number of players (avatars) and resources that can coexist in any given virtual universe. This thesis aims at proposing solutions to improve the scalability of MMOGs. To address the wide variety of their concerns, MMOGs rely on independent services such as virtual world hosting, avatar storage, matchmaking, cheat detection, and game design. This thesis explores two services that are crucial to all MMOG variants: matchmaking and cheat detection. Both services are known bottlenecks, and yet current implementations remain centralized. This thesis also shows that it is possible to design a peer to peer refereeing service on top of a reputation system. The resulting service remains highly efficient on a large scale, both in terms of performance and in terms of cheat prevention. Since refereeing is somewhat similar to failure detection, this thesis extends the proposed approach to monitor failures. The resulting failure detection service scales with the number of monitored nodes and tolerates jitter
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28

Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base for custom-made MMORPG research scenarios A.I. agents, impersonating human players, can be used to "bootstrap" the research scenario to reach the necessary massive number of players that define the game genre. This thesis presents a system that makes its human players and A.I. players indistinguishable while preserving the basic characteristics of a typical MMORPG. To better achieve identical perception of human and A.I. players, our system centers around the collection, sharing, and exchange of information while limiting the means of expression and actions of players. A gameplay scenario built on the Panoptyk engine was constructed to imitate gameplay experienced in major MMORPGs. We conducted a user-study where subjects play through the scenario with a varying number of A.I. players unknown to them. Three versions of the scenario were created to assess how indistinguishable human and A.I. players were and vice versa. We found, across 24 participants, there were 32% correct identifications, 30% incorrect identifications, and 38% answers of "I don't know". This was broken down into 20% correct identifications, 42% incorrect identifications, and 38% answers of "I don't know" for bot characters and 46% correct identifications, 16% incorrect identifications, and 38% answers of ``I don't know'' for human characters.
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29

Hughes, Chelsea M. "A MEASURE OF SOCIAL BEHAVIOR IN TEAM-BASED, MULTIPLAYER ONLINE GAMES: THE SOCIALITY IN MULTIPLAYER ONLINE GAMES SCALE (SMOG)." VCU Scholars Compass, 2015. http://scholarscompass.vcu.edu/etd/3884.

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Video games have become a new platform for social interaction. I review the sociality of video games and the relationship between virtual- and real-world behaviors. I review and address the pros and cons of methods of measuring social behavior. Finally, I present two studies drawn from internet populations. In Study 1 (N = 250), I develop a scale, The Sociality in Multiplayer Online Games Scale (SMOG), which measures the frequency of social gaming behaviors in team-based, multiplayer online games. I hypothesized these to align on dominance and affiliation dimensions of social interaction (Kiesler, 1982). In Study 2 (N = 104), I conduct a confirmatory factor analysis, which supports a two-factor structure—Destructive and Constructive social behavior, resulting in the SMOG-6. I examine construct validity using measures of dominance and affiliation. Controlling for age, gender, and frequency of game-play, both factors predict dominance. SMOG-Destructive negatively, and SMOG-Constructive positively, predicted affiliation.
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30

Hardy, Robert Stafford. "Cheating in Multiplayer Video Games." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/31881.

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Cheating in video games has been prevalent ever since the days of Pong. Games have evolved much since then and the ways in which people play together have changed as well. Older systems required people to play together in the same room, but with the advent of the internet, gaming consoles allow us to play games together with people located all over the globe. Cheating has evolved as well, since gamers no longer have the luxury of monitoring the person sitting next to them; anti-cheating mechanisms are built into most online systems and suspicious behavior is monitored by gaming companies. Most of the current research has surrounded ways in which players cheat and their reasoning for doing so. This is only half of the equation however, what happens after a gamer is caught cheating? What are the repercussions for being caught cheating and how does being caught influence future decisions to cheat? By putting gamers in a situation where they are caught cheating, three different responses were revealed: those who are determined to cheat no matter what, those who scale back their cheating in the hopes of remaining undetected, and those who stopped cheating altogether.
Master of Science
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31

Jhen-Song, Yu, and 余振松. "Effect of Motivation and Addiction on Online Games Intention." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/68130744777627485381.

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碩士
國立臺北護理健康大學
資訊管理研究所
102
Due to the well-developed technique of Internet, on-line games are becoming the favorite entertainment for younger people. The players can improve the interpersonal relationship through playing on-line games.The player’s motivation of playing on-line game is different from one another, and the motivation is affected by some particular factors.Therefore, we develop a model by using the theories designed to describe the factors, such as “uses and gratifications theory” and “motivation theory”, to describe the possible intention of playing the on-line game.In addition, on-line game addiction is an important factor that affecting the game behavioral intentions. In this study, we classified the players into two groups according to the level of addiction, and discovered the moderate effect between the intentions and motivations.This study used questionnaires to collect samples from World of Warcraft players. There were 460 usable questionnaires collected. By using partial least square method for testing, we had various constructs with good reliability and validity.The results showed that there were positive influences in interpersonal, entertainment, challenge, achievement and reward for on-line game intentions. The on-line game addiction caused the moderating effect between extrinsic motivation and intentions. And, for those highly addicted players, the achievements and rewards will increase their intention for playing on-line games.
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32

Huang, Ho-Yuan, and 黃合圓. "Online Games Addiction, Aggression and Related Factors of Junior High School Students." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/40796426756209434144.

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碩士
大葉大學
教育專業發展研究所碩士在職專班
97
This research attempts to define the statistical distribution using the involvement of playing online games, online game addiction, and aggressive behavior for junior high school students with different social background. The correlation among the parental variables, the involvement of playing online games, online games addiction, and aggressive behavior are also investigated. The online game addiction based on the social background , the parental variables, and the involvement of playing online games is also analyzed. The aggressive behavior based on the social background , the parental variables, the involvement of playing online games, and the online game addiction is also analyzed The research is conducted through survey on six hundred and eleven public middle high school students at three different regions (north, central, and south) of Taiwan. The summary of this research regarding adolescents is listed below: 1. Genders of the junior high students play a role in playing online games, kinds, playing hours per week, the spend per month, and companions. Grades of the junior high students play a role in the hours of online games per week. Studies performance of the junior high students play a role in playing online games, playing for years, the hours per week, the spend per month, and the companions. 2. It is possible to predict online game addiction based on playing hours per week, the spend per month, and the companions, genders, grades, studies performances, the opinions of games from parents, and the years of the gamer playing. It is possible to predict the aggressive behavior based on forcing to play online games, genders, the places, and the spend per month.
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33

Lin, Yi-Ling, and 林怡玲. "The study of the relation between online game addiction and online gamer behavior." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/76370135726314805979.

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碩士
國立交通大學
經營管理研究所
98
The internet is not only for searching, the media of communication but also for various entertainment such as online game. In 2001 the market size of Taiwan online game is 1.71 billion, in 2009 the market size is 11.3 billion, there is estimation for market size in 2010 is expected to reach 12.6 billion. During the decade the market has grown seven times. This paper examines the online gamers’ level of addiction and immersion experience. In this paper, Flow Theory is used to categorize and to understand the different types of players by using chisquare. The questionnaires were designed by adopting from the scale that Lemmens published in 2009 and Hoffman et al.’s Flow Model. The method used to collect our data was through surveying. A total of 307 valid questionnaires were collected through the web site. According to the Internet Addiction, there are seven dimensions that were analyzed: tolerance, withdrawal, relapse, conflict, salience, problems, and mood modification. Moreover according to Flow Model, there are seven dimensions that were analyzed: attention, control/skill, exploring behavior, disoriented to time, disoriented to distance, interaction, and invasion. These fourteen dimensions totally were analyzed and were categorized into six major subjects. Next the use of cluster analysis, separated into three groups, And For demographic variables, Internet use behavior analysis to conduct the external consistency. The result shows that the gamer that have high reliable on online games would have great experience and spent much time and money on online game.
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34

Wu, Tu-Heng, and 吳篤衡. "The Development of an Online Games Addiction Trend Scale for Elementary School Students." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/23877380843552161215.

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碩士
國立臺中教育大學
數位內容科技學系碩士班
97
The purpose of this research was to develop an Online Games Addiction Trend Scale (OGATS) for elementary school students. Through literature review, the factors on family background, motivation and personality relating to online game addiction were included to construct the scale. The fifth and the sixth graders were chosen as the sample to do the test for this research. A total of 1480 valid samples were obtained from 22 counties and cities by the rates of their students in Taiwan accordingly. The collected data were analyzed via principal axis factors analysis, t-test, Cronbach α, chi-square test and regression analysis. The major findings of this research were as follows: 1. The OGATS includes six factors, they were the pressure of self-affirmation index, the extraversion trait index, the pressure of human relation index, the curious motive index, the neuroticism trait index and the escapism index. 2. Gender factor contributing to online game addiction influences grouping. The level of pocket money and the index of time spent on online games were significantly correlated. 3. The reliability of the OGATS six factors is between 0.702 and 0.849. The Cronbach α of the OGATS is 0.925, which shows a great reliability. 4. The explanatory power of using the OGATS to predict the extent of Online Game Addiction Scale is 51.9%, whereas its Beta is 0.723. The explanatory power of using the OGATS to predict the extent of the index of time spent on online games is 17.7%, whereas its Beta is 0.427.
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35

Kuo-Li-Chi and 郭禮齊. "A Case Study on Online Game Addiction." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/67365625408457234184.

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碩士
稻江科技暨管理學院
動畫遊戲設計學系碩士班
104
ABSTRACT University students currently live in the age of wireless networking and have almost ubiquitous Internet access. Generally characterized as being in a phase of seeking self-affirmation and self-identity, university students long to achieve a sense of belonging and accomplishment from peers and schooling. To achieve these goals, university students may use the Internet as a means for expressing their emotions and of finding support from virtual communities. In addition, because most university students live on their own or with friends, they are prone to becoming overly dependent on the Internet. To determine the factors contributing to Internet addiction in university students, this study investigated the problems encountered by university students when adapting to university life. This study used in-depth interviews to investigate the online-gaming usage behavior of five university students, all of whom had different personal backgrounds. Online gaming addiction was divided into early, middle, and late phases to examine the effect of online gaming addiction on related student problems (e.g., school, personal relationships, family life, and physical and psychological health). Finally, the study determined methods for recovery and proposed recommendations.
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36

CHEN, CHUN-CHI, and 陳俊錡. "A Study of Massively Multiplayer Online Role-playing Games Addiction: Flow Experience and Psychosocial Factors." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7y98r7.

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碩士
國立中正大學
資訊管理系研究所
105
As the game industry is booming, Massively Multiplayer Online Role-playing Games in Taiwan and around the world have a large number of players, the game industry is clearly in the world, have a huge business opportunities, and the future Considerable profit growth space, digital games seems to have become the general public's main entertainment. But also because this game trend popular in the world, game addiction has also been concerned about the relevant units in various countries. This study is based on the flow experiences of players and the psychological factors of players to explore the factors that affect the game addiction, proposing an integrated model for game addiction. This research adopted the questionnaire survey, data for this study were collected from 962 MMORPGs players and used structural equation modeling to validate the influential relationship among the variables in the research model. The result of study indicated: (1) flow experience has positive impact on players’ habit and game addiction; (2) players’ habit has positive impact on game addiction; (3) Loneliness and Aggressive has positive impact on game addiction. The results of study on the aspect of academia and the aspect of management practice both had good implications.
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37

Ding, Min-Hui, and 丁敏卉. "The research of analysis addiction of online game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/38560798416245244805.

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碩士
僑光科技大學
資訊科技研究所
103
Due to convenient of internet, it has changed our knowledge of internet which has influenced our whole daily life. Viewing internet has become one of our important things of the day. Internet Addiction and Game Addiction have become a big social problem. Both have effected abnormal life schedule, problem of interacted with people, more over behavior problem those are our paper research reason and purpose. Our paper is based on Dr. Kimberly S. Young Internet Addiction theory and uses his Internet Addiction Test, IAT modifying to create “Internet Game Addiction Survey Questionnaire”. We analyst the popular game addiction status in how long making player addicted. Further, we can get index in addiction calculation. The questionnaire is divided in 5 categories with total 20 questions. After collect the questionnaires data we can get the result of game users average engagement time as well as playing timing. With the result we can analyst it and then get the game chart of becoming addiction pattern. Through the chart, we can know how long a person will become game addiction. Further we can get the game addiction index. We even can divide game addiction in different levels or whether the player is game addiction via the survey. Our purpose is to prevent any user becoming game addiction.
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38

林威邑. "The study of Internet Addiction in Online Game." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/56566576903584909745.

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碩士
佛光大學
管理學系
99
With the progressive development of information technology and the open access of online games to the public, using computers to connect to the Internet for playing online games offers a new communicative media and activity zone. However, the popularization of online gaming has let partail consumers make playing them as a daily habits, and then gradually and unconsciously, they has become addicted to online games, become online-game addicts. The purpose of this study is to understand what factors has led to online-game addiction. Through the image based on interviews with a metaphor for the extraction technology (Zaltman Metaphor Elicitation Technique, ZMET) , I, as a reserchers, tries to establish a consensus map of the players to find out the inner and metal factors that leads to online-game addiction. Also, based on the core symptoms of Internet addiction (IA-Sym) , this study tries to adapte them to set up a standard to measure online-game addiction, and then to verify the impact of these symptoms and inner factors on online-game addiction for the consumers. After interviewing 12 players in ZMET way, and through the establishment of a consensus map, this study gains 19 addictive factors, and going a step further, relates them to 16 constructs. According to these 16 constrcts, the resercher designs its questionary for the follow-up quantification reserch in online-game factors. After the resercher received 286 valid smapling(questionaries)in return, response rate 95%, and then analyzed them, the result showes that the 16 constrcts can be divided into two factors, "virtual and achievement" and "passion and enthusiasm”, and furthermore, that this two categories of factors have significant and positive influences on the core symptoms of those online-game addicts.
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39

楊糧綱. "A study of addiction model on online game." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/20072853761433709754.

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40

Lee, I. Chia, and 李宜家. "Destined to be Addicted?: Understanding Game "Addiction" through Gamers' Online Gaming Life Story." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/49805528387317832551.

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碩士
國立政治大學
社會學研究所
97
Playing massive multiplayer online role playing games (MMORPGs) has become a popular activity in Taiwan, but it has often been regarded as a social problem, linking to game addiction, by the mass media and the public. Many addiction researches have also enforced the logic that “pathological game addiction is the most likely result of continuous online gaming activity”. However, many gamers in fact often begin, continue, and quit playing an online game according to their own will, instead of ending up as a pathologic game addict. Therefore, the main purpose of this research is to re-approach game “addiction” and the logic of “online gamers are destined to be addicted” through gamers' online gaming life story. Using methods of depth interview and participant observation to depict gamers’ long-term online gaming life story, this research tries to interpret under what social context and influencing factors, do gamers change their attitude and effort to playing online games. Findings of this research tells us that many online gamers claim to have been “addicted” to online gaming some time in the past, but the “addiction” is only a certain stage in their long-term gaming life, and even regarded as a life-style by some. Online gamers do not continuously put a lot of effort to playing games just because they are attracted by the features of online game design. During the course of game play, they are persistently influenced by game design, gaming community, social context, and their own judgment of values. Also, they often self-monitor and re-adjust their gaming styles and effort, in order to meet their needs of multiple pleasures. Moreover, when gamers become confused of how they should re-adjust their gaming activities, they tend to search for assistance from the gaming community. Therefore, this research believes that the problematic logic of pathological game addiction being the final destined result of gaming should be reconsidered and understood from other perspectives, because many phenomenon currently considered pathologic addiction, may only be a short period or segment of gamers’ normal long-term online gaming life.
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41

Chu, Yi-Shiu, and 朱奕修. "Passion, Addiction and Aggressive Behavior of Online Game Players." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/38915320911320329175.

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碩士
國立臺北大學
資訊管理研究所
95
The study utilizes the concepts of passion proposed by Vallerand et al. (2003) to describe the passion of online game players and also includes a discussion on the relationship between addiction and aggressive behavior and one’s passion related to online games. An empirical survey was conducted and structural equation modeling was used to analyze the 395 responses. The empirical evidence supported Vallerand et al.’s (2003) idea that the passion related to online games can be divided into two types: harmonious passion and obsessive passion. Players with obsessive passion are more likely to be addicted to online game and have aggressive behaviors, while those with harmonious passion are less likely addicted to online game and have aggressive behaviors. Moreover, harmonious passion will decrease the possibility to have physical aggressive behavior. This finding may offer a possible answer for the inconsistent results between violent game playing and aggressive behaviors found in previous researches.
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42

Huang, Chien-Fang, and 黃千芳. "A Study of Online Game Players' Individual background, motivation, Behavior, interpersonal relationship and Online Game Addiction." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/58226748095489528468.

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碩士
國立新竹教育大學
職業繼續教育研究所
93
The main purpose of this study is to investigate the association between online game players' individual background, motivation, behavior, interpersonal relationship and online game addiction. There are 1260 players were administered a questionnaire. The data collected were analyzed by descriptive statistic, reliability analysis, factor analysis, Chi-square, t-test, One-way ANOVA, One-way MANOVA and Pearson correlation. The major findings are as follows: 1.There were significant differences among playrs' backgrounds and their behaviors of playing online game. 2.The more time players spent on game, their virtual interpersonal relationship was getting better and better. 3.There were significant differences among playrs' motivation and their behaviors of playing online game. 4.Online game addicted players spent more then 18 hours a week on games. Besides, they are over thirty years old and with high motivation. 5.The correlation between playrs' online game addiction and actual interpersonal relationship was negative ; the correlation between playrs' online game addiction and virtual interpersonal relationship was positive. 6.Online game addicted players had higher scores of motivation and virtual interpersonal relationship than those of general players; but no significant differences in live place and seniority.
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43

Lai, Pin-Li, and 賴品立. "An Empirical Study on Massively Multiplayer Online Game(MMOG) Addiction." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/76777433085634702270.

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碩士
國立成功大學
交通管理學系碩博士班
94
With the popularity of the ADSL, which resulting in the development of the online game, it is the fact that more and more people have the trend to the addiction of online game. So, we emphasized the topic of research on Massively Multiplayer Online Game and discussed the main reasons resulted in the addiction of Online Game. Besides, according to review of the references, flow experience is the crucial influence causing the addiction of Online Game. Therefore, depending on the skills and properly adjusted challenges which were used by flow experience, we tried to testify whether the occurrence of flow experience would be came into effect by means of users. We used the experiment design in this research. According to the skilled users’ level, we gave them with from high level challenges to low level ones. The tools we also gave to them are “Yolgang” this kind of game, and we mainly focused on the users having playing this kind of game. The results of this experiment told us that different skills and challenges of those users will result in different addiction of this kind of game. By the way, we also found that either higher skilled users with higher challenges or lower skilled users with lower challenges are all can reach the addiction of online game. However, the experiment in online game, the number of the completed mission, and the number of the treasure of the users who also played this kind of game are not significantly related to the research we did in this topic. Besides, except that the users’ external locus of control are related to the addiction of online game, the others are not having obvious relationships with the effects of addiction. According to the references, this research found that uses and gratifications, online game flow experience, and online game self-regulation personality have the great influence on the addiction of online game. Moreover, personal interaction also results in flow experience. We tried to discuss the causes and effects between structures by means of Structual Equation Model. Finally, we indeed found that individual interactions have the positive influence on addiction and that flow experience has the positive influence on online game. However, self-regulation personality has the negative effect on the addiction of online game, and also the uses and gratifications of the online game have the negative influence on the addiction, too。
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44

Hsu, Chin-Hao, and 許志豪. "A Study on the Causes of Participation and Addiction of Online Games Users under Stay-at-home-economy." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/33089451208177736578.

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Abstract:
碩士
義守大學
資訊管理學系碩士班
98
Because of global economic weakness, "Stay-at-home-economy" has become the most popular activities on the contrary. In Taiwan, the game industry is representative of the Stay-at-home-economy, because of small amount consumption, rapidly innovative computer games, and huge impacts on the leisure experience. Furthermore, the Internet’s borderless, real-time, interactive, and anonymous has made different between online games and traditional games. Therefore, this study discusses the participation and internet addiction’s reasons of online game. By understanding the key factors why users adore playing online games, the decision makers can obtain more benefits from suitable marketing strategies.
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45

Pei-Ling, Hsu, and 徐珮玲. "Study on Parents’ Decision-making Behavioral Model to Select Online Games to Avoid Elementary School Students’ Internet Addiction." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/84891805070128010485.

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Abstract:
碩士
育達科技大學
休閒事業管理系碩士班
103
With the progress of information technology internet technology is becoming mature and advancing rapidly. In the era of knowledge economy the internet has become the most valuable resource and asset for each person. Due to convenience diversity and secrecy many children of elementary schools can’t stop using the internet, they just indulge in it. The researchers found that the topic of discussion between the fifth and sixth grade students are inseparable from the online game.“Internet addiction” induces symptoms such as tolerance withdrawal and compulsive behavior, which impose effect on physical and mental aspects . In addition “Internet addiction” may also reflect poor interpersonal interaction, which leads to complexes of fear and anxiety based on such motivation. With the development of information technology, internet has become the most valuable resource and asset for individuals. Because of the convenience, diversity and confidentiality of network, many elementary school students enjoy and are addicted to it.In order to construct a online game selection standard to avoid elementary school students’ internet addiction, this study adopted literature review and modified Delphi Method to establish a hierarchical framework and assessment criteria. AHP was performed to find the weights of assessment criteria. According to research findings, the type of online game that results in elementary school students’ internet addiction the most is online game, followed by network game, and the last is web game.
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46

Lai, Hung-Ling, and 賴虹伶. "The Impacts of Tendency of Online Game Addiction on Addiction-Related Problems ─ The Moderating Effect of Self Monitoring." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/26718380769885539816.

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Abstract:
碩士
朝陽科技大學
企業管理系碩士班
101
Information technology innovations have led to networks and the popularity of various applications, according to 2012 Taiwan Network Information Center nationwide survey, usage rates of Internet access to individuals over 12 years old to use broadband is as high as 74.18%, and the online game usage was 47.04%. The results show online game. The results show that online game was a certain importance in the people life. However, excessive use of the potential crisis is some trouble is going to happen. If misused may lead to addiction, thus escapism unwilling to face the real life; Furthermore, Ko Chih-hung (2012) learning self-monitoring is one of the conditions from the addiction, but also the best way to stay away from addiction, the next will not be easily want to continue to play with emotional state to tow. This study explores the impacts of Tendency of Online Game Addiction on Addiction-Related Problems (work/schoolwork, financial affairs, interpersonal relationship, family life, physical and mental health) - the moderating effect of Self Monitoring. This study used IBM SPSS Statistics 19 as tool to analyze the data, investigated the Online Games using status of 352 effective samples in forms of Item Analysis, Cronbach’s Analysis, Validity Analysis, Factor Analysis and Multiple Hierarchical Regression Analysis. Results of Multiple Hierarchical Regression Analysis indicated that correlation between Tendency of Online Game Addiction and Addiction-Related Problems is significantly positive. The results show that online game players may addiction caused work/schoolwork, financial affairs, interpersonal relationship, family life, physical and mental health; Self-monitoring has moderating effects between Tendency of Online Game Addiction and Addiction-Related Problems. The results show that relatively high self-monitoring is not easy addictive. In conclusion, offered some suggestions for Game industry''s marketing, Consumer Behavior and future studies according to the results.
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47

黃麗娟. "A Study on Data Mining Technology in Exploring Online Game Players’ Addiction." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/43365991205332017351.

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Abstract:
碩士
國立彰化師範大學
資訊管理學系所
97
The rising vigorous Internet makes online game industry a very popular industry in these years, and a lot of people have participated in online games as their recreational activity. Besides providing the joy of online game, it also brings lots of negative phenomena. In Taiwan, online game addiction is becoming a public concern with the popularity of online gaming. Reviewing the literature about data mining technology, we come to know most of its application in the market segmentation and consumers’ behavior, and few in online game players’ addiction. However, we look at this phenomenon from online game environment, players’ background and their lifestyle what cause them to become addicted. The research results have shown that interpersonal relationship, anonymous companionship and exchange of support among members are most important factors about predicted high addiction. Satisfaction, membership, killing time, online game player’ educational background, job, and daily average participation hour are all secondary factors. Finally, the result of this study can provide knowledge for parents or researchers who are trying to better understand online game addiction.
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48

Chen, Fang-I., and 陳芳易. "Investigating the Effect of Motivation and Prevention Factors on Online Game Addiction." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/55y3zx.

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Abstract:
碩士
國立中正大學
資訊管理學系暨研究所
101
The objects of this study are online game players in Taiwan. The data was collected via internet survey and it’s been recycled 453 valid questionnaires. This research analyzed by Partial Least Squares(PLS) to validate the hypotheses. The findings of the this research are as follows: motivation include perceived playfulness, depression, relationship and mechanics that drive online game playing, as well as to several prevention factors (eg:education, attention switching, dissuasion, resource restriction , perceived cost) that reduce game playing time. Peer influence and personality has significant effect on the game playing and game addiction. Overall, the research results will be useful to both the academic and practical area.
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49

Yang, Ya-Ting, and 楊雅婷. "Modeling Online Brand Personality and Satisfaction Using Game Addiction as a Moderator." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/47718023426879634476.

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Abstract:
碩士
萬能科技大學
經營管理研究所
94
This study examines the relationship between the perceived brand personality of online games and satisfaction using game addiction as a moderator. In this study’s proposed model, satisfaction is influenced by the perceived brand personality that contains four dimensions: perceived imaginative personality (IM), perceived cheerful personality (CH), perceived successful personality (SU), and perceived interactive personality (IN). In addition, gaming addiction moderates each model path. The moderating effects of addiction are simultaneously examined using data collected via Internet from online gamers in Taiwan. The test results reveal that the influences of IM, CH, and SU on satisfaction are significant while the influence of IN on satisfaction is insignificant. At the same time, the influences of IM, CH, and SU on satisfaction are moderated by addiction, whereas the remaining one model path between IN and satisfaction is not moderated. Finally, implications of empirical findings are also discussed.
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50

Feng, Jian-yau, and 馮建堯. "The Relationship Among the Flow, Life Stress and Online Paid Game Addiction." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/30169132852169767095.

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Abstract:
碩士
義守大學
資訊管理學系碩士班
97
This thesis explores the relationships among individual life stress, game stress and online paid game addiction situation. We use the Flow Theory and the conception of Internet Addiction Disorder to construct this research model. We use the questionnaire-survey method to collect the data from the World of Warcraft players. There are 698 persons in this sampling survey. The regression analysis is used to analyze the data. The results of this research are shown below: 1.The stress of game has a positive effect on life stress. 2.The stress of game has a positive effect on flow experience, but the goodness of fit is low. 3.The stress of game has a positive effect on search behavior. 4.Flow experience has a positive effect on search behavior. 5.Flow experience has a positive effect on addiction experience. 6.About 5% of persons who fill out the flow experience part of this questionnaire get full score. 7.About 5% of persons who fill out the addiction experience part of this questionnaire get full score. These findings are coherence with the Flow Theory. In addition, we provide relevant suggestions for online game designer to develop new games. Meanwhile, players may check of the degree of flow and addiction experience of themselves as a warning, avoiding addicting to play online game for a long time.
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