MMORPG players: A descriptive look on the motivation and identity projection experiences of male and female college players

Date of Publication

2007

Document Type

Bachelor's Thesis

Degree Name

Bachelor of Arts Major in Psychology

Subject Categories

Psychology

College

College of Liberal Arts

Department/Unit

Psychology

Thesis Adviser

Homer Yabut

Defense Panel Member

Jennifer Lajom

Abstract/Summary

The study conducted aimed to describe motivation and identify projection of Massive Multiplayer Online Game players or MMORPG players. Eighteen college students participated in this study eight of which participated in a focus group discussion while the other ten participated in in-depth interviews. The first category of experience is motivation or what makes a person play a game and the second category of experience is Identify Projection or how a gamer shows an identity in game. Content analysis was the method used in creating themes from participant's response. The results showed no difference in motivation between males and females when it comes to social aspects of the game. Males reported leniency towards achievement aspects of the game while females reported leniency towards the immersive qualities of the game. With regards to Identity projection, respondents either picked characters with similarities or differences from their personality. Identity Projection also showed gamers tend to use an avatar opposite ones gender also called as gender bending Males tend to gender bend to manipulate while females gender bend for the experience.

Abstract Format

html

Language

English

Format

Print

Accession Number

TU14010

Shelf Location

Archives, The Learning Commons, 12F, Henry Sy Sr. Hall

Physical Description

105 leaves, illustrations, 29 cm.

Keywords

Video gamers--Psychology; Online identities

Embargo Period

3-18-2021

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