Article Summary Of:

Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329.  http://www.nickyee.com/pubs/Yee%20-%20MMORPG%20Demographics%202006.pdf

 

Primary Topic(s) Addressed:  MMOGs

Secondary Topic(s) Addressed:  gaming

 

How this might be used on my dissertation:

Good discussion of what MMOGs are, with some ethnographical information about its players

Questions Raised (potential topic for me):

see p. 37- many social science questions posed.  Why do people have marriages in MMOGs?  What's the significance of people choosing avatars that are not like their real-world selves (opposite sex, values, etc.)?

How important is the ethnographical data about MMOG participants?  All seem to get some of the five motivational factors out of playing a MMORPG.

 

Summary of Paper:

3 Gaming Types:  Stand-alone (SimCity); LAN/WAN (Age of Empires); MMORPG (World Of Warcraft)

MMOGs have a large age range and appeal among its players (avg. 22 hrs/week)
- average age close to 30, not just adolescents
- not the stereotypical violent, negative game

Author shows a 'multi-faceted appeal' of MMOGs - a factor analysis showed five user motivations:

- Males favored achievement and manipulation while females favored relationship

Properties of MMOGs:  different characters / identities with different goals / rewards;  social networks / guilds of characters;  persistent, large, dynamic worlds

MMOGs favor positive social interactions:  people have greater anonymity, physical appearance is less important, the Internet transcends physical space problems, and users have more control over the time / pace of their interactions (p. 12-13)

p. 13:  behavioral confirmation is at work as well:  we can project the qualities we want with the right avatar (we can be a knight in shining armor if we want to)

p. 37:  many social science questions posed- why / when people choose opposite sex avatars, get married, other socio-cultural phenomenon

"MMOGs are more than just games" (author's conclusion) - very complex social phenomena going on in them

Terms / Definitions defined:

  1. MMORPG / MMOG:  Massive Multiplayer Online Role Playing Game

Good Quotes:

see paper (circled)