2007 | HELENA COLE, B.Sc. and MARK D. GRIFFITHS, Ph.D.
This study explores the social interactions of 912 self-selected MMORPG players from 45 countries. It highlights that MMORPGs are highly socially interactive environments where players can form strong friendships and emotional relationships. The research shows that social interactions in online gaming are a significant part of the enjoyment of playing. It concludes that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life due to factors such as appearance, gender, sexuality, and age. MMORPGs also offer opportunities for teamwork, encouragement, and fun.
The study found that 76.2% of male and 74.7% of female players had made good friends within the game. The average number of good friends made was seven, with males making significantly more friends than females. Over 26% of participants played MMORPGs with real-life friends and family. Females were more likely than males to meet online friends in real life and to discuss sensitive issues with online friends.
The most popular MMORPG in the study was World of Warcraft, which was significantly more popular among females than males. The study also found that females were more likely to be attracted to other players and to date other players. The research indicates that MMORPGs can be extremely social games, with high percentages of gamers making lifelong friends and partners. The study also found that MMORPGs can have a positive effect on relationships, especially with those gamers who played with close friends and partners.
The study found that 42.8% of participants had met with online friends in real-life situations, suggesting that online gaming is a social activity or facilitates social activity. Females were significantly more likely than males to meet online friends in real life. The study also found that some players felt "more themselves" during gameplay, suggesting that those players who spend many hours per week in these virtual worlds actually feel more themselves when they are immersed in them rather than in the real world. This finding could be explained by the disinhibition effect and the tendency for players to act out more frequently and intensely to self-disclose more while online than they would in person. Players revealed that they feel more themselves online because they are not judged by their appearance, gender, age, or other personal information. The study also found that a significant but weak negative correlation was found between the effect playing the game has had on relationships and the number of hours played per week. The relationship was slightly stronger for males than females, possibly because more time spent playing online means less time available to spend with real-life friends and family. The study also found that some players felt that playing MMORPGs had a negative effect on their relationships with people with whom they did not play. The study concludes that MMORPGs can be extremely social games, with high percentages of gamers making lifelong friends and even partners. As well as making good friends online, 81% of gamers playThis study explores the social interactions of 912 self-selected MMORPG players from 45 countries. It highlights that MMORPGs are highly socially interactive environments where players can form strong friendships and emotional relationships. The research shows that social interactions in online gaming are a significant part of the enjoyment of playing. It concludes that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life due to factors such as appearance, gender, sexuality, and age. MMORPGs also offer opportunities for teamwork, encouragement, and fun.
The study found that 76.2% of male and 74.7% of female players had made good friends within the game. The average number of good friends made was seven, with males making significantly more friends than females. Over 26% of participants played MMORPGs with real-life friends and family. Females were more likely than males to meet online friends in real life and to discuss sensitive issues with online friends.
The most popular MMORPG in the study was World of Warcraft, which was significantly more popular among females than males. The study also found that females were more likely to be attracted to other players and to date other players. The research indicates that MMORPGs can be extremely social games, with high percentages of gamers making lifelong friends and partners. The study also found that MMORPGs can have a positive effect on relationships, especially with those gamers who played with close friends and partners.
The study found that 42.8% of participants had met with online friends in real-life situations, suggesting that online gaming is a social activity or facilitates social activity. Females were significantly more likely than males to meet online friends in real life. The study also found that some players felt "more themselves" during gameplay, suggesting that those players who spend many hours per week in these virtual worlds actually feel more themselves when they are immersed in them rather than in the real world. This finding could be explained by the disinhibition effect and the tendency for players to act out more frequently and intensely to self-disclose more while online than they would in person. Players revealed that they feel more themselves online because they are not judged by their appearance, gender, age, or other personal information. The study also found that a significant but weak negative correlation was found between the effect playing the game has had on relationships and the number of hours played per week. The relationship was slightly stronger for males than females, possibly because more time spent playing online means less time available to spend with real-life friends and family. The study also found that some players felt that playing MMORPGs had a negative effect on their relationships with people with whom they did not play. The study concludes that MMORPGs can be extremely social games, with high percentages of gamers making lifelong friends and even partners. As well as making good friends online, 81% of gamers play