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Player Motivations and Interactions in Massively Multiplayer Online Games
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Design, Creativity, and New Media
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Independent Research Projects
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Player Motivations and Interactions in Massively Multiplayer Online Games
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Player Motivations and Interactions in Massively Multiplayer Online Games
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Hal Eden
on 2010/08/20 11:33
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1: <h2>Player Motivations and Interactions in Massively Multiplayer Online Games</h2> 2: 3: Authors: Pierce Edwards. Joe Lilly, Colin Rieger. Janusz Strzepek, Jacob Wisnesky, Nick Embree (joined this semester) 4: 5: 6: <h4>Description</h4> 7: 8: As we progress into the 21st century, the field of digital and social systems is becoming more and more prominent as it starts to influence people, their work, and their recreation. Similarly,Massively Multiplayer Online games have become more prominent over the past several years.Although dismissed as a mere recreational activity to some, MMOs provide a useful environment for substantive study into topics of value to DSS.This research examines player motivations and interactions in MMO environments. While the reasons people start playing and continue to play MMOs are extensive, social interactions are the primary motivation among players. These social interactions can have a great effect on the game itself as users influence the game play as much or more as the developers themselves. 9: What motivates players to participate in MMOs and virtual world environments? What continues to engage players and keep them playing long after they've started? How do players interact when playing these games? What interesting, notable, or worthwhile social groups and communities arise from interactions in these games?Over the period of the course, our understanding of the problem has been shaped by the fact that significant academic research has already been done into the areas of MMOs, something not all ofus knew prior to beginning. While we understood that MMOs could be useful in the study of DSS, we were surprised by the extent.We would like to continue onto this project through last semester and would like to expand upon the fascination on MMO's and how they motivate people to spend their free time in a virtual world and in some cases abandoning their real life for the virtual one. 10: 11: 12: <h4>Objectives</h4> 13: 14: To delve into the phenomenon that is MMO's. What makes them interesting and what can businesses draw from them to help businesses make money. Why do people spend so much time playing online rather than spending it in their real life. We want to find what makes them want to play, develop characters and experience every aspect of a video game. 15: Overall we would like to make a detailed report based upon our findings, from message boards, interviews and other data recovered on the subject. 16: 17: <h4>Rationale</h4> 18: 19: Games have become a integral part of popular culture. MMOs are becoming an increasinglypopular entertainment medium that encourage creativity, participation and coherent usergroups. MMOs, and games in general, drive many technological advances, particularly incomputer hardware. Furthermore, MMOs are becoming a significant source of revenue forcompanies; World of Warcraft has over 11 million subscribers paying $15 per month to play. Asthe financial draw of MMOs increase, research that may guide future MMO development andhelp increase their popularity and attractiveness will become more and more valuable. 20: 21: 22: <h4>Possible Challenges</h4> 23: 24: Possible Challenges that face this project is to find inconclusive evidence of what actually makes people motivated into playing these games. Also we could find that finding people who participate in these games are hard to find/willing to interview. 25: 26: 27: <h4>Relationship to Class Topics</h4> 28: 29: This project exemplifies what this class is about. What motivates people to spend time on things? it all comes down to the fun, utility and functions a product produces. MMO's are a great example to why good creativity, design and social aspects take the free time of millions of users. MMO's fit perfectly in the classes scope and will help people understand what design/creative decisions make a successful product. 30: 31: 32: <h4>References</h4> 33: 34: Existing Class project skew: 35: http://xwiki.cs.colorado.edu/bin/view/DCNM2009/Player+Motivations+and+Interactions+in+Massively+Multiplayer+Online+Games 36: 37: Wikipedia: Video Game Addiction http://en.wikipedia.org/wiki/Video_game_addiction
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