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Inclusion and exclusion criteria were further refined at the selection process stage, after exposure and familiarity with the research area; this review was limited to research obtained from database searches. All research investigating massively multiplayer online gaming were eligible for review.

The initial search eligibility criteria were i a publication date between to ; ii written in or translated into English language; and iii full-text, peer-reviewed primary research. Searches were limited by publication date, to the present.

No specific terms for well-being outcomes were prescribed to ensure that the literature search remained expansive. Accordingly, potential well-being effects were assessed at the screening stage.

The remaining, potentially relevant studies were divided equally between LR and JB, and the full studies were subsequently and independently assessed. Where uncertainty of inclusion was noted, articles were screened by the alternate investigator i. Then, if uncertainty regarding inclusion still remained, investigator LK was the final arbitrator see Figure 1.

This detailed screening process utilized the following inclusion criteria: i qualitative or quantitative research of any design; ii written in or translated into English language; iii a primary study aim was psychological well-being or a component of psychological well-being; Linton et al. Studies were excluded if: i they were single case studies, reviews of any kind e.

Once articles were pooled, each reviewer independently recorded the reasons for excluding the articles in a shared file. The final studies were summarized according to the following characteristics: 1 study design e. Investigators SR and LR each independently reviewed half of the studies, with joint discussion to resolve any uncertainties.

Table 1 summarizes the reviewed studies. Given the diversity of study objectives and well-being outcomes reviewed, meta-analysis was not plausible. Therefore, a narrative synthesis methodology was adopted, as it involves a textual summation and explanation of the data which was considered appropriate considering the focus of this review Greenhalgh et al.

Following the goals of this review, the analysis aimed to identify the key positive or well-being outcomes of playing MMORPGs. A narrative account of these results is presented under relevant thematic headings, along with any pertinent moderating factors Greenhalgh et al. Risk of bias and quality of evidence evaluations were undertaken using the Appraisal tool for Cross-Sectional Studies Downes et al. After abstracts were reviewed, 1, studies were excluded due to not being suitable for the present review.

A further 64 studies were removed for duplication. A full-text review was done on the remaining studies. Following this screening process, 18 studies were included in the final narrative synthesis see Figure 1. The main characteristics, including the aims and purpose of each study, the well-being measures used, and the results of each of the final 18 studies are noted Table 1.

One study was equally represented gender-wise Cole et al. Twelve studies measured time spent gaming with variable time measures, such as hours weekly, per week-day, and weekend. Averages of hours per week ranged from 11 to Quality of reporting, study design quality and risk of bias was assessed for each of the 13 cross-sectional studies.

All the cross-sectional studies had a moderate level of risk of bias [studies: 1—4, 8—10, 12, 13, ]. This included sample issues [studies, , , 12, 13, 15, 17, 18]. Only one study provided information to justify their sample size, and this was through pragmatic rather than statistical reasons Zhang and Kaufman, Although seven studies [studies, 1, 4, 8, 10, 12, 13, 17] had sample sizes over , sample size was deemed to be an issue of concern given the millions of MMOG players globally Internet World Stats, Sampling methods raised concerns regarding risk of bias and study design quality, as most studies relied on self-selection, and one MMOG was the primary data collection source [six studies used this MMOG alone studies 2, 9, 11, 16—18 , while four studies studies 1, 4, 14, 15 included this MMOG], although conclusions were often made with reference to MMOGs as a whole.

Only six studies [studies, 2, 3, 10, 13, 15, 16] acknowledged or raised concerns regarding response rates, but did not provide clear information on this or expected response rates due to the impossibility of determining sampling frames. Furthermore, due to participant self-selection, the majority of studies did not compare responders and non-responders. Of the two studies [4, 15] that did consider response bias, one Cole et al. Considering the quality of design, the majority of the 13 cross-sectional studies were deemed to fall into a fair category, with a major concern being the omission of whether ethical approval or participant consent was obtained [studies 2, 3, 8—10, 12, 13, 15] and only three studies reporting that there were no funding or other conflicts [studies 2, 12, 17].

The Joanna Briggs Institute JBI critical appraisal checklist for qualitative research was used to assess risk of bias for the qualitative studies Joanna Briggs Institute, Overall, the quality of these four studies [5, 6, 7, 11] was assessed as quite good.

The JBI checklist highlighted two key concerns: adequate reporting of the positioning and of the research influence of the investigators. Only two of the four studies provided details as to the role or possible influence of the investigators on the research [studies 5, 7], and only one study [7] provided a statement showing the cultural and or theoretical perspective of the investigator.

Of the 18 studies, four were qualitative [5, 6, 7, 11] one was a mixed method design [14] and the others were all cross-sectional by design [1—4, 8—10, 12, 13, 15—18]. Only one study Xanthopoulou and Papagiannidis, was longitudinal in design with the second measurement being obtained 1 month after the first responses were collected, allowing for stronger predictive inference.

The well-being outcomes assessed in all the studies were operationalized similarly to authors' expectations aligning with the framework provided by Linton et al. Two predominant types of positive outcomes were addressed by the included studies: social well-being and mental well-being.

Additionally, one study Shen and Chen, [13] considered physical well-being. Several game attributes were considered as predictors across the studies reviewed.

The most common attribute was the social aspect as examined by 15 studies [2—4, 6—14, 16—18]. This referred to modes of communication e. The synthesized results are presented through the lenses of the 2 main well-being outcomes identified.

Of the 18 studies, 15 included some form of measurement of social well-being. O'Connor et al. Gallup et al. This skill development also led to improved post-secondary education transitioning. Cole et al. Additionally, they compared on-line and in-person social support and outcomes, finding differential effects. These findings are echoed by Voulgari et al. Moreover, gaming constituted a part of the gamers' existing real-world social life. Social capital effects investigated by the reviewed studies included bonding and bridging aspects.

Bonding related social capital implies a deeper form of social support, experienced by those with whom one maintains emotional intimacy, such as their family and friends Meng et al. In the game context, bonding social capital refers to the support networks within a specific online gaming group or community, such as one's guild i. Bridging social capital refers to the support, mainly by sharing information and resources, one may experience from broader and less intimate social groups they belong into, such as their social class, race, and religion Perry et al.

Castillo [study 2] found greater bridging social capital experienced when gamers presented more motivated to form relationships with others, compared to gaming for competitive reasons. Moreover, Meng et al. This aligned with Kaye et al. The study by Perry et al. Their study further found that playing with real-life friends was positively associated with higher bonding social capital experienced by gamers.

Interestingly, playing with strangers, and possible new friends, was positively associated with increased bridging social capital. Choi [study 3] extended such findings by focusing on the link between a gamer's social interactions, avatar identification, and social capital. Higher avatar i. It was found that enjoyment of relationships in the online game was positively related to both bridging and bonding social capital, and this was partly associated to a gamer's amount of game play, active participation in guilds, and their reported enjoyment of the game.

The same three studies also suggested that gaming contributed to maintaining existing family and friend relationships, as well as the development of new meaningful friendships. One of the studies, did imply, however, that new online friends did not easily integrate into the older gamers' real lives Zhang and Kaufman, [study 18].

They explained that as the result of older adults' lesser need for large networks, as well as geographical limitations. Lastly, one article looked at social well-being through the lens of marital satisfaction Ahlstrom et al. They reported that compared to couples where only one member is a gamer, couples who game together experience higher levels of marital satisfaction. Massive Online Gaming magazine attempted to shorten the name to just "massive online gaming" or "MOG" , but few used this version.

Another small controversy exists over whether it is "massively multiplayer" or "massive multiplayer" without the "-ly". Some say that "massive multiplayer" emphasizes the nature of the game over how many players actually play it. Others also prefer massive since they believe that multiplayer is an absolute adjective and cannot be sensibly modified by the adverb massively e. Many gamers feel that the issue is trivial. With more than Wowpedia Explore. Main Page All Pages. World of Warcraft.

Classic Vanilla The Frozen Throne Reforged. Explore Wikis Community Central. Register Don't have an account? Massively multiplayer online game.

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