A formal anthropological view of motivation models of problematic MMO play: achievement, social, and immersion factors in the context of culture.
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.
['Snodgrass|Jeffrey G|JG|', 'Dengah|H J Francois|HJ|', 'Lacy|Michael G|MG|', 'Fagan|Jesse|J|']
D000124:Achievement D000328:Adult D000883:Anthropology D003469:Culture D005260:Female D006801:Humans D020407:Internet D008297:Male D008960:Models, Psychological D009042:Motivation D012381:Role Playing D012919:Social Behavior D018910:Video Games D055815:Young Adult
problematic MMO play immersion Internet addiction computer games