A Study on Exploring Participant Behavior and Virtual Community in MMORPG

The MMORPG is an interactive multiplayer online role-playing game. Players interact with each other in the virtual community of MMORPG having different behaviors due to the level of involvement and interaction. Players and players have different interaction in the communities through the game. The level of participation and interaction of players cause different behaviors in the game. Research data comes from those players who created their roles from 18pm to 24pm at the first day the game world started and their behaviors were continuity recording for 7 days. The results of the study found that players who attended to the virtual community were willing to spend more time and pay more money on the online game. Moreover, positive correlation was found between time and money players spent in the MMORPG. Furthermore, there is no difference between players' behavior in the game in different roles of genders.

[1]  Robert J. Moore,et al.  Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds , 2007, Computer Supported Cooperative Work (CSCW).

[2]  J. Hagel,et al.  Net gain: Expanding markets through virtual communities , 1999 .

[3]  M. Csíkszentmihályi Beyond boredom and anxiety , 1975 .

[4]  Kurt Novak,et al.  A comparison of two image compression techniques for softcopy photogrammetry , 1996 .

[5]  Calvin Meng Lai Chan,et al.  Recognition and participation in a virtual community , 2004, 37th Annual Hawaii International Conference on System Sciences, 2004. Proceedings of the.

[6]  Tony Manninen,et al.  The Value of Virtual Assets – The Role of Game Characters in MMOGs , 2007 .

[7]  Gareth Schott,et al.  Computer Games: Text, Narrative and Play , 2006 .

[8]  Chin-Lung Hsu,et al.  Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..

[9]  Ulrike Lechner,et al.  Social profiles of virtual communities , 2002, Proceedings of the 35th Annual Hawaii International Conference on System Sciences.

[10]  Peter M. Wiemer-Hastings,et al.  Addiction to the Internet and Online Gaming , 2005, Cyberpsychology Behav. Soc. Netw..

[11]  John Hagel,et al.  Real Profits from Virtual Communities , 1995 .

[12]  Hans van der Heijden,et al.  User Acceptance of Hedonic Information Systems , 2004, MIS Q..

[13]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[14]  Joon Koh,et al.  Sense of Virtual Community : Conceptual Framework and Empirical Validation , 2001 .

[15]  Marie-Laure Ryan From Playfields to Fictional Worlds: A Second Life for Ariosto , 2009 .

[16]  Ting-Jui Chou,et al.  The Role of Flow Experience in Cyber-Game Addiction , 2003, Cyberpsychology Behav. Soc. Netw..

[17]  Siu-cheung Chan,et al.  Understanding Internet Banking Adoption and Use Behavior: A Hong Kong Perspective , 2004, J. Glob. Inf. Manag..