MMORPG Survey Results

May 14, 2011 |  by  |  News

During the summer of 2010, I asked the gaming community for help with my thesis research. The original post can be seen at: MMORPG survey created by a Gamer. This semester I completed my thesis research and graduated with a master’s degree in sociology. Currently, I am working on an article for publication based on this study. I truly appreciate the community’s help! As promised, I am providing the community with a synopsis of my research:

I use identity control theory (ICT) and MMORPG player identity to test relationships between commitment, identity salience, and identity-verifying behavior. This study was primarily a test of theory. To summarize the theory, ICT (developed by Peter Burke and others) involves the development of personal identity, focusing on the relationship between identities and behavior; it illustrates how people can change their behavior to verify their identities. The higher the level of commitment to the MMORPG player identity, the more salient (important) it is, and the more identity-verifying behaviors the individual will engage in. Given the academic debate over the isolating effects of online gaming, I also examined the relationship between identity-verifying behavior (amount of time spent playing MMORPGs a week) and real-world social interaction.

A total of 202 self-identified MMORPG players responded to my survey. The resulting sample consisted primarily of respondents who are: male (81.0%), single (70.4%), Caucasian (84.6%), and have been playing MMORPGs for longer than 5 years (54.2%). The average age was 23.79 years, and the average time spent playing MMORPGs per week was 16.63 hours. Using regression analysis, I find compelling support for identity control theory. The data indicate strong relationships between commitment, identity salience, and identity-verifying behavior. Commitment to the MMORPG player identity is based on rewards and costs, as well as emotional ties to others and quantity of relationships with others based on the MMORPG identity. Also, salient MMORPG identities are associated with more frequent game play (identity-verifying behavior).
MMORPG players with high levels of commitment and identity saliency tend to spend more time in game, and report lower levels of real-world social interaction. Higher levels of weekly playing frequency are associated with attending fewer social events, frequently rejecting social invitations, and being preoccupied in other settings due to thinking about playing MMORPGs. Even though respondents report decreased levels of real-world social interaction, this study should not be interpreted as irrefutable evidence for negative social consequences of online gaming. The questions that measure real-world social interaction do not ask, for example, why someone turns down social invitations; therefore, a direct causal interpretation cannot be made.

A more appropriate interpretation of these findings involves the evolving nature of social activities and relationships. People can (and do) develop new relationships through virtual world activities, such as online gaming. Additionally, there is no fundamental difference between gaming and other hobbies that serve as entertainment, distractions, and stress relievers. This study, as well as others, finds that a great deal of online gamers play with people they already know in real life. The majority of respondents started playing MMORPGs for the social aspects of the game, such as playing with friends and family. Contrary to the stereotype, online gamers are not necessarily socially isolated. MMORPGs provide a place to enhance established relationships through joint leisure activity, as well as develop new relationships.

In conclusion, my study has three main findings: (1) MMORPG players with high frequencies of game play report lower levels of real-world social interaction. While causal interpretation cannot be made due certain limitations of the study, the data indicate that a negative relationship exists between time spent in game and real-world social interaction. (2) The majority of respondents started playing MMORPGs for social aspects of the game, such as playing with friends and family. (3) This study is one of few that measure the four bases of commitment, and is the second study to examine measures of negative commitment. It provides compelling support for ICT, yet finds areas for theoretical improvement as well.

If you would like more information or have questions, please feel free to contact me directly:
Melanie Fryman, mlf4g@mtmail [.] mtsu [.] edu

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3 Comments

  1. Thanks for the support!

  2. I agree. Put together extremely well and great research.

  3. A very well done to you, I was really interested in these findings, thank you!

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