Causes, magnitude and implications of Griefing in Massively Multiplayer Online Role-Playing Games
- Authors: Achterbosch, Leigh
- Date: 2015
- Type: Text , Thesis , PhD
- Full Text:
- Description: This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addresses these concerns by answering the research question “What are the causes and implications of griefing in Massively Multiplayer Online Role-Playing Games, and what magnitude of griefing exists in this genre?” Mixed method research was employed using the “Sequential Explanatory Strategy”, in which a quantitative phase was followed by a qualitative phase to strengthen the findings. The quantitative phase consisted of a survey that attracted 1188 participants of a representative player population. The qualitative phase consisted of interviews with 15 participants to give more personalised data. The data was analysed from the perspectives of different demographics and different associations to griefing. The thesis contributed original findings regarding the causes, magnitude and implications of griefing in MMORPGs. Some of the main findings were: • Factors that motivated a player to cause grief; • how griefers selected their targets based on particular demographics or avatar characteristics; • the pervasiveness, frequency and impact of different types of griefing; • the amount of griefing that can be tolerated; • how players reacted to griefing; • the impact to the well-being of the players after a griefing incident. The thesis concluded with advice to MMORPG developers regarding the most pervasive, frequent and impactful types of griefing, and how game design may increase or decrease the amount and intensity of griefing.
- Description: Doctor of Philosophy
- Authors: Achterbosch, Leigh
- Date: 2015
- Type: Text , Thesis , PhD
- Full Text:
- Description: This thesis presents findings from research into the global phenomenon known as griefing that occurs in Massively Multiplayer Online Role-Playing Games (MMORPGs). Griefing, in its simplest terms, refers to the act of one player intentionally disrupting another player’s game experience for personal pleasure and potential gain. For too long it has been unknown how pervasive griefing is, how frequently griefing occurs and, in particular, the impact on players that are subjected to griefing. There has also been limited research regarding what causes a player to perform griefing. This thesis addresses these concerns by answering the research question “What are the causes and implications of griefing in Massively Multiplayer Online Role-Playing Games, and what magnitude of griefing exists in this genre?” Mixed method research was employed using the “Sequential Explanatory Strategy”, in which a quantitative phase was followed by a qualitative phase to strengthen the findings. The quantitative phase consisted of a survey that attracted 1188 participants of a representative player population. The qualitative phase consisted of interviews with 15 participants to give more personalised data. The data was analysed from the perspectives of different demographics and different associations to griefing. The thesis contributed original findings regarding the causes, magnitude and implications of griefing in MMORPGs. Some of the main findings were: • Factors that motivated a player to cause grief; • how griefers selected their targets based on particular demographics or avatar characteristics; • the pervasiveness, frequency and impact of different types of griefing; • the amount of griefing that can be tolerated; • how players reacted to griefing; • the impact to the well-being of the players after a griefing incident. The thesis concluded with advice to MMORPG developers regarding the most pervasive, frequent and impactful types of griefing, and how game design may increase or decrease the amount and intensity of griefing.
- Description: Doctor of Philosophy
Griefers versus the Griefed - what motivates them to play Massively Multiplayer Online Role-Playing Games?
- Achterbosch, Leigh, Miller, Charlynn, Turville, Christopher, Vamplew, Peter
- Authors: Achterbosch, Leigh , Miller, Charlynn , Turville, Christopher , Vamplew, Peter
- Date: 2014
- Type: Text , Journal article
- Relation: The Computer Games Journal Vol. 3, no. 1 (2014), p. 5-18
- Full Text:
- Reviewed:
- Description: 'Griefing' is a term used to describe when a player within a multiplayer online environment intentionally disrupts another player’s game experience for his or her own personal enjoyment or gain. Every day a certain percentage of users of Massively Multiplayer Online Role-Playing Games (MMORPG) are experiencing some form of griefing. There have been studies conducted in the past that attempted to ascertain the factors that motivate users to play MMORPGs. A limited number of studies specifically examined the motivations of users who perform griefing (who are also known as 'griefers'). However, those studies did not examine the motivations of users subjected to griefing. Therefore, the aim of this paper is to examine the factors that motivate the subjects of griefing to play MMORPGs, as well as the factors motivating the griefers. The authors conducted an online survey with the intention to discover the motivations for playing MMORPGs among those whom identified themselves as (i) those that perform griefing, and (ii) those who have been subjected to griefing. A previously devised motivational model by Nick Yee that incorporated ten factors was used to determine the respondents’ motivational trends. In general, players who identified themselves as griefers were more likely to be motivated by all three 'achievement' sub-factors (advancement, game mechanics and competition) at the detriment of all other factors. The subjects of griefing were highly motivated by 'advancement' and 'mechanics', but they ranked 'competition' significantly lower (compared to the griefers). In addition, 'immersion' factors were rated highly by the respondents who were subjected to griefing, with a significantly higher rating of the 'escapism' factor (compared with rankings by griefers). In comparison to the griefers, the respondents subjected to griefing with many years’ experience in the genre of MMORPGs, also placed a greater emphasis on the 'socializing' and 'relationship' factors. Overall, the griefers in this survey considered 'achievement' to be a prime motivating factor, whereas the griefed players tended to be motivated by all ten factors to a similar degree.
- Authors: Achterbosch, Leigh , Miller, Charlynn , Turville, Christopher , Vamplew, Peter
- Date: 2014
- Type: Text , Journal article
- Relation: The Computer Games Journal Vol. 3, no. 1 (2014), p. 5-18
- Full Text:
- Reviewed:
- Description: 'Griefing' is a term used to describe when a player within a multiplayer online environment intentionally disrupts another player’s game experience for his or her own personal enjoyment or gain. Every day a certain percentage of users of Massively Multiplayer Online Role-Playing Games (MMORPG) are experiencing some form of griefing. There have been studies conducted in the past that attempted to ascertain the factors that motivate users to play MMORPGs. A limited number of studies specifically examined the motivations of users who perform griefing (who are also known as 'griefers'). However, those studies did not examine the motivations of users subjected to griefing. Therefore, the aim of this paper is to examine the factors that motivate the subjects of griefing to play MMORPGs, as well as the factors motivating the griefers. The authors conducted an online survey with the intention to discover the motivations for playing MMORPGs among those whom identified themselves as (i) those that perform griefing, and (ii) those who have been subjected to griefing. A previously devised motivational model by Nick Yee that incorporated ten factors was used to determine the respondents’ motivational trends. In general, players who identified themselves as griefers were more likely to be motivated by all three 'achievement' sub-factors (advancement, game mechanics and competition) at the detriment of all other factors. The subjects of griefing were highly motivated by 'advancement' and 'mechanics', but they ranked 'competition' significantly lower (compared to the griefers). In addition, 'immersion' factors were rated highly by the respondents who were subjected to griefing, with a significantly higher rating of the 'escapism' factor (compared with rankings by griefers). In comparison to the griefers, the respondents subjected to griefing with many years’ experience in the genre of MMORPGs, also placed a greater emphasis on the 'socializing' and 'relationship' factors. Overall, the griefers in this survey considered 'achievement' to be a prime motivating factor, whereas the griefed players tended to be motivated by all ten factors to a similar degree.
Motivational factors of Australian mobile gamers
- Greenwood, Jordan, Achterbosch, Leigh, Meredith, Grant, Vamplew, Peter
- Authors: Greenwood, Jordan , Achterbosch, Leigh , Meredith, Grant , Vamplew, Peter
- Date: 2020
- Type: Text , Conference proceedings , Conference paper
- Relation: Proceedings of the Australasian Computer Science Week Multiconference (ACSW 2020); Melbourne, Australia; 4th-6th February 2020 p. 6
- Full Text:
- Reviewed:
- Description: Mobile games are a fast growing industry, overtaking all other video game platforms with year on year increases in revenue. Many studies have been conducted to explore the motivations of why video games players play their selected games. However very little research has focused on mobile gamers. In addition, Australian studies on the topic are sparse. This paper aimed to discover what motivates a mobile gamer from the perspective of the initial motivational factors attracting them to a mobile game, and the motivational factors that provide interest to continue playing and thereby increase game longevity. A survey was conducted online for Australian participants, which attracted 123 respondents. The survey was formulated by focusing on the 12 key subcomponents as motivational factors of the Gamer Motivational Profile v2 model devised by Quantic Foundry. It was discovered that mobile gamers are a completely different breed of gamer in contrast to the general video gamer. Strategy and challenge which are subcomponents of mastery proved popular among all mobile gamers, while destruction and excitement, subcomponents of action, were often the least motivating factors of all. With the newly discovered data, perhaps mobile game developers can pursue the correct avenues of game design when catering to their target audience.
- Authors: Greenwood, Jordan , Achterbosch, Leigh , Meredith, Grant , Vamplew, Peter
- Date: 2020
- Type: Text , Conference proceedings , Conference paper
- Relation: Proceedings of the Australasian Computer Science Week Multiconference (ACSW 2020); Melbourne, Australia; 4th-6th February 2020 p. 6
- Full Text:
- Reviewed:
- Description: Mobile games are a fast growing industry, overtaking all other video game platforms with year on year increases in revenue. Many studies have been conducted to explore the motivations of why video games players play their selected games. However very little research has focused on mobile gamers. In addition, Australian studies on the topic are sparse. This paper aimed to discover what motivates a mobile gamer from the perspective of the initial motivational factors attracting them to a mobile game, and the motivational factors that provide interest to continue playing and thereby increase game longevity. A survey was conducted online for Australian participants, which attracted 123 respondents. The survey was formulated by focusing on the 12 key subcomponents as motivational factors of the Gamer Motivational Profile v2 model devised by Quantic Foundry. It was discovered that mobile gamers are a completely different breed of gamer in contrast to the general video gamer. Strategy and challenge which are subcomponents of mastery proved popular among all mobile gamers, while destruction and excitement, subcomponents of action, were often the least motivating factors of all. With the newly discovered data, perhaps mobile game developers can pursue the correct avenues of game design when catering to their target audience.
The use of an interactive social simulation tool for adults who stutter : a pilot study
- Meredith, Grant, Achterbosch, Leigh, Peck, Blake, Terry, Daniel, Dekker, Evan, Packman, Ann
- Authors: Meredith, Grant , Achterbosch, Leigh , Peck, Blake , Terry, Daniel , Dekker, Evan , Packman, Ann
- Date: 2023
- Type: Text , Journal article
- Relation: European Journal of Investigation in Health, Psychology and Education Vol. 13, no. 1 (2023), p. 187-198
- Full Text:
- Reviewed:
- Description: This study reports a user evaluation of a DVD-based social simulator, developed for people who stutter to potentially gain confidence in using a learned fluency technique. The aim was to examine and evaluate the pilot of the DVD-based social simulator, Scenari-Aid, to inform the development of an online version of the program. Thirty-seven adults who were stuttering were recruited to the study from non-professional groups in Australia. The DVD comprised scenarios with actors in real-life settings that were designed to elicit verbal responses. Participants worked through the scenarios at their own rate and then completed an online survey. The survey comprised 29 statements requiring responses on a 5-point Likert scale and provided information about users’ perceptions of participating in the social simulations. There was high positive agreement among the participants on all statements, the most important being that they perceived the scenarios represented in everyday speaking situations and that they felt immersed in them. Participants also agreed that both their fluency and confidence increased in everyday speaking situations as a result of working through the DVD scenarios. The developers were satisfied that, despite the subjective nature of the findings, the study provided sufficient support for constructing the online version, which is now available to the public free of charge. Further research is needed to provide empirical evidence of the contribution it can make to the efficacy of speech programs for adults who stutter. © 2023 by the authors.
- Authors: Meredith, Grant , Achterbosch, Leigh , Peck, Blake , Terry, Daniel , Dekker, Evan , Packman, Ann
- Date: 2023
- Type: Text , Journal article
- Relation: European Journal of Investigation in Health, Psychology and Education Vol. 13, no. 1 (2023), p. 187-198
- Full Text:
- Reviewed:
- Description: This study reports a user evaluation of a DVD-based social simulator, developed for people who stutter to potentially gain confidence in using a learned fluency technique. The aim was to examine and evaluate the pilot of the DVD-based social simulator, Scenari-Aid, to inform the development of an online version of the program. Thirty-seven adults who were stuttering were recruited to the study from non-professional groups in Australia. The DVD comprised scenarios with actors in real-life settings that were designed to elicit verbal responses. Participants worked through the scenarios at their own rate and then completed an online survey. The survey comprised 29 statements requiring responses on a 5-point Likert scale and provided information about users’ perceptions of participating in the social simulations. There was high positive agreement among the participants on all statements, the most important being that they perceived the scenarios represented in everyday speaking situations and that they felt immersed in them. Participants also agreed that both their fluency and confidence increased in everyday speaking situations as a result of working through the DVD scenarios. The developers were satisfied that, despite the subjective nature of the findings, the study provided sufficient support for constructing the online version, which is now available to the public free of charge. Further research is needed to provide empirical evidence of the contribution it can make to the efficacy of speech programs for adults who stutter. © 2023 by the authors.
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