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A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture

Overview of attention for article published in Transcultural Psychiatry, May 2013
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  • Good Attention Score compared to outputs of the same age (67th percentile)
  • Good Attention Score compared to outputs of the same age and source (68th percentile)

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2 Facebook pages

Citations

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76 Dimensions

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147 Mendeley
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1 CiteULike
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Title
A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture
Published in
Transcultural Psychiatry, May 2013
DOI 10.1177/1363461513487666
Pubmed ID
Authors

Jeffrey G. Snodgrass, H. J. Francois Dengah, Michael G. Lacy, Jesse Fagan

Abstract

Yee (2006) found three motivational factors-achievement, social, and immersion-underlying play in massively multiplayer online role-playing games ("MMORPGs" or "MMOs" for short). Subsequent work has suggested that these factors foster problematic or addictive forms of play in online worlds. In the current study, we used an online survey of respondents (N = 252), constructed and also interpreted in reference to ethnography and interviews, to examine problematic play in the World of Warcraft (WoW; Blizzard Entertainment, 2004-2013). We relied on tools from psychological anthropology to reconceptualize each of Yee's three motivational factors in order to test for the possible role of culture in problematic MMO play: (a) For achievement, we examined how "cultural consonance" with normative understandings of success might structure problematic forms of play; (b) for social, we analyzed the possibility that developing overvalued virtual relationships that are cutoff from offline social interactions might further exacerbate problematic play; and (c) in relation to immersion, we examined how "dissociative" blurring of actual- and virtual-world identities and experiences might contribute to problematic patterns. Our results confirmed that compared to Yee's original motivational factors, these culturally sensitive measures better predict problematic forms of play, pointing to the important role of sociocultural factors in structuring online play.

X Demographics

X Demographics

The data shown below were collected from the profiles of 4 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 147 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 4 3%
Netherlands 2 1%
Brazil 2 1%
Belgium 2 1%
Canada 1 <1%
Greece 1 <1%
France 1 <1%
Unknown 134 91%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 26 18%
Researcher 22 15%
Student > Master 18 12%
Student > Bachelor 15 10%
Other 8 5%
Other 29 20%
Unknown 29 20%
Readers by discipline Count As %
Psychology 34 23%
Social Sciences 27 18%
Medicine and Dentistry 13 9%
Arts and Humanities 8 5%
Computer Science 6 4%
Other 22 15%
Unknown 37 25%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 11 February 2015.
All research outputs
#7,229,289
of 23,577,654 outputs
Outputs from Transcultural Psychiatry
#405
of 654 outputs
Outputs of similar age
#60,387
of 197,179 outputs
Outputs of similar age from Transcultural Psychiatry
#7
of 22 outputs
Altmetric has tracked 23,577,654 research outputs across all sources so far. This one has received more attention than most of these and is in the 68th percentile.
So far Altmetric has tracked 654 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 10.8. This one is in the 38th percentile – i.e., 38% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 197,179 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 67% of its contemporaries.
We're also able to compare this research output to 22 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 68% of its contemporaries.