Trait and symptom differences between factions in online gaming: The vulnerable side of evil

World of Warcraft (WoW) is a popular Massively Multiplayer Online Role Playing Game (MMORPG) that requires gamers to play in one of two factions: the Horde or the Alliance. Although deemphasized in more recent versions of the game, the Horde has traditionally been considered the ''evil'' faction, whereas the Alliance has been considered the ''good'' faction. Researchers have identified differences between these two factions with respect to gameplay, although the mechanisms for these differences are unclear. The present study investigated whether faction-based differences extend to psychological traits and symptoms. The results indicated that members of the Horde obtained higher scores on measures of interpersonal dependency and three measures of problematic WoW use. Obsession with World of Warcraft was particularly salient in predicting faction membership, with higher scores on the obsession variable predicting membership to the Horde. Possible explanations for the observed differences are suggested, limitations are reviewed, and directions for future research are indicated.

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