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1
100%
|
2017
|
vol. 9
|
issue 1
111-121
EN
The article presents various movie conventions inspired by MMORPG and made by the players. In order to characterize and describe this kind of fun fiction, the author divided the movies into several general categories due to the functions that, according to their makers, the movies are to fulfil. The criterion of production or technological differences was not, thereby, taken into consideration. Such an approach enables the author to accommodate not only machinima movies but also, to some extent, the MMORPG recordings (such as video tutorials). The article aims at general presentation and description of MMORPG players’ fan movies in order to make it more popular among both the game studies and fun studies scholars.
EN
Massively -Multiplayer Online Role-Playing Game (MMORPG) experienced a strong wave of interest and attention. This paper is devoted to players of the World of Warcraft. The aim of the research was comparison of players and non-players in terms of social support and its components: emotional support, instrumental support, need for support, seeking support and current perceived support. Players and non-players were compared in the overall social inclusion and social inclusion in different social groups (in family, in a group of friends, among classmates/colleagues). The final sample consisted of 270 (82% male, 18% female) respondents, of which 135 were players and an equal number, were non-players. The youngest respondent was 13 and the oldest was 36 years (M=21,26, SD=4,63). The social support was measured using the Berlin Social Support Scale (BSSS) by authors Schwartzer and Schulz (2000). The social inclusion was measured using selected items from the Multidimensional Scale of Perceived Social Support (MSPSS) (Dahlem, Zimet, Walker, 1991). The results showed that the players have lower level of the social support than non-players. The players and non-players do not differ in the construct of social inclusion.
EN
The paper aims on the issue of negative consequences of playing MMORPG and their relation to gaming addiction. The sample was composed of 786 respondents (685 males and 101 females) with a mean age of 21 years. The newly created questionnaire presence of negative consequences (using the items from PRIME-MD questionnaire) and a shortened version of the gaming addiction questionnaire (Lemmens, Valkenburg, Peter, 2009) were used. The results showed the presence of a number of adverse consequences. In the area of health problems we observed mainly neglect of sleep (48%), back pain (21.5%) and neglect of food (17.8%). As the most problematic areas seem the social and work life, where a quarter of respondents reported neglect of family and friends (24.9%), complaints of neighborhood about excessive gaming (24.7%) devoting of all free time to playing (22.5%), preference for playing in front of other work/school activities (29.5%). Less than a fifth of the respondents also reported feelings of anger towards those who are disturbing them while playing (16.9%) and worsening of work/study performance (15.3%). Correlation analysis showed a strong relationship between all negative consequences and gaming addiction (r = ,444 - ,577), as well as moderately strong relationship between negative consequences and the number of hours played per week (r = ,293 - ,388).
4
84%
EN
The subject of the analysis are guild names created by players in the World of Warcraft MMORPG. Guilds are organizations that give structure to virtual micro-communities created in the game. Their names reflect the specific nature of the World of Warcraft gaming environment. The article discusses the names of Polish-speaking guilds in terms of their consistency with the world presented. Four types of onyms were distinguished: consistent with the Warcraft universe; referring to the game mechanics and the way the game is played; referring to players and their communities and taken from other areas of culture.
PL
Przedmiotem analizy są nazwy gildii tworzone przez graczy w grze MMORPG World of Warcraft. Gildie są organizacjami nadającymi strukturę wirtualnym mikrospołecznościom tworzonym w grze. W ich nazwach odbija się specyfika społeczności graczy w „World of Warcraft”. W artykule omówiono nazwy polskojęzycznych gildii ze względu na ich spójność ze światem przedstawionym. Wyróżniono cztery typy onimów: zgodne z uniwersum Warcrafta; nawiązujące do mechaniki gry i sposobu prowadzenia rozgrywki; odwołujące się do graczy i ich społeczności oraz zaczerpnięte z innych obszarów kultury.
PL
Artykuł prezentuje wyniki badania dotyczącego stylów gry, agresji i samooceny graczy MMORPG. Celem badania było sprawdzenie korelacji między tymi trzema cechami graczy oraz ustalenie preferowanego przez nich stylu gry. Zostało ono przeprowadzone w formie ankiety, za pośrednictwem internetu, na próbie 192 mężczyzn i wykazało istotne korelacje między poziomem ich samooceny a agresją, stylem gry i zachowaniami agresywnymi oraz preferowanymi stylami gry u osób z wysoką i niską samooceną.
EN
The article presents the results of research concerning playstyles, aggression and self-esteem among MMORPG players. The aim of the research was to verify the correlation among these three features and establish a preferred playstyle of the gamers. The research was conducted with a questionnaire, via the Internet among 192 men and showed a significant correlation between their level of self-esteem and aggression, as well as between their playstyle and aggressive behaviours and between preferred playstyles among people with high and low self-esteem.
EN
Massively-Multiplayer Online Role-Playing Games (MMORPG) is currently experiencing a strong wave of interest and attention. In our study, we focused on a MMORPG World of Warcraft. Our sample was 270 respondents, from which 82% were men and 18% were women; moreover 135 from our sample were players and 135 were non-players. For each player we assigned an equivalent non-player. Our goal was to recognize if there are differences between the players and the non-players from the point of performance motivation and her chosen aspects. We used the Performance Motivation Questionnaire (D-M-V). We found that the players in their performance motivation get the lower score than the non-players.
Littera Scripta
|
2018
|
issue 1
132-144
EN
The aim of this article is to uncover the relationships between philosophy and Massively Multiplayer Online Role-playing Games (hereinafter MMORPG) and their discussion fora; i.e. the relevance of existential and analytical philosophy to the virtual world of MMORPGs. Content analysis of writings by famous philosophers was employed as a reliable method for gathering relevant data, as it was for collecting useful information from MMORPG discussion fora. The author assumes that MMORPGs originated as a response to the super-technical and increasingly technocratic western world from which players want to escape in order to find a simpler and more challenging, yet virtual world.
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