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ONLINE SOCIAL SKILLS IN MMORPG’S

ONLINE SOCIAL SKILLS IN MMORPG’S. Jillian Hanks Shannon Krein Mike Maddox Jesse Puett Matthew Robinson. Research Question. What kinds of online social skills are displayed by individuals over 50 who play MMORPG's?.

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ONLINE SOCIAL SKILLS IN MMORPG’S

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  1. ONLINE SOCIAL SKILLS IN MMORPG’S Jillian Hanks Shannon Krein Mike Maddox Jesse Puett Matthew Robinson

  2. Research Question • What kinds of online social skills are displayed by individuals over 50 who play MMORPG's? http://www.skin3.com/Portals/0/Empires/Empires%20Logo%20BU2_0040_Everquest%20II.jpg http://lastshepard.files.wordpress.com/2008/05/index-world-of-warcraft-logo.jpg

  3. MMORPGs • Comprised of two components: MMO and RPG • MMOs - online, with objectives to complete, using both collaboration and competition • RPGs - games where players create an avatar, and take that avatar through scenarios • MMORPG - game which takes place in an online, progressive world where players create an avatar, and compete and collaborate to complete scenarios setup by GMs through NPCs. • Players can gain XP and level up, allowing them to become stronger and collect items that will enhance their character.

  4. http://eq2.allakhazam.com/images/Random%20Images/FanFaire2007/Cals_pics/gh_concept_good_q2.jpghttp://eq2.allakhazam.com/images/Random%20Images/FanFaire2007/Cals_pics/gh_concept_good_q2.jpg http://images.google.com/images?gbv=2&hl=en&q=everquest+II http://i.ehow.com/images/GlobalPhoto/Articles/2163313/hunter-main_Full.jpg http://wirelessdigest.typepad.com/photos/uncategorized/world_of_warcraft_1.jpg

  5. Online Social Skills • Netiquette is simply a set of social norms created by any Internet community, but it is dynamic and is therefore constantly changing whether it changes from day-to-day, or community-to-community. • General rules: don’t flame, don’t spam, respect other’s time, and watching for electronic abbreviations.

  6. Operationalizing Online Social Skills • Questions include: • How long have you played MMORPGs? • How many hours do you play? • How often do you communicate with other players? • How often do you use electronic abbreviations when communicating? • Do you use jargon? (expand on what kinds) • Do you communicate with many people? • Do you mainly use audio or visual channels to communicate?

  7. Triangulation Approach • Qualititative research method: Covert field observation • Allows for the natural surveillance of behaviors portrayed by the subjects, without any manipulation on behalf of the researcher. • Quantitative research method: Survey • Allows for generalizability, large sample size, maintains validity and reliability and removes bias.

  8. General Methodology • The best way to conduct this study is through surveys so that enough information can be received for the study to be reliable and valid. • The survey would be distributed online • Field observation would help study some of the players in their virtual environment to see what types of online social skills are displayed. • The setting would be the player’s natural environment online using covert participation.

  9. Procedures – Qualitative approach • Field observation: covert participation • Each researcher creates an avatar and plays in either WoW or EQ II over a 7 day period. • Each member would be involved in play during different hours of the day on different servers. (i.e. if one member started the first of 7 days early Monday morning, the next observation would be Tuesday late morning, Wednesday around noon, etc.). • Researchers would keep field notes of what types of online social skills were used and typed communication would be copies and saved in a separate document. • Once completed, each group member would categorize their findings in order to systematically arrive at emergent themes in the data.

  10. Procedures – Quantitative Approach • Survey - Probability sampling: simple random • GM provides list of all accessible players over 50 in the U.S. • Using computer random number generator, the list of 500 players from each game would be established. • Survey would be sent out using the in-game email system. • Survey comprised of multiple-choice questions in a binary and Likert-style scale format. • Some questions would allow for further explanation with the use of a text field.

  11. Alternative Methods • Qualitative approach – use of case studies and intensive interviews would not give a valid depiction of the kind of online social skills displayed by people over 50. • Quantitative approach – non-probability sampling was not used because of low external validity and we would not be able to generalize our findings to the population.

  12. Literature Review • “The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments,” by Nick Yee • “The Psychology of Massively Multi-User Online Role Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage,” by Nick Yee • “Who plays, how much, and why? Debunking the stereotypical gamer profile,” by Dmitri Williams, Nick Yee, and Scott Caplan. • Narrative RPG’s by John H. Kim • “‘Alone Together?’ Exploring the Social Dynamics of Massively Multiplayer Online Games,” by Nicolas Ducheneaut, Nicholas Yee, Eric Nickell and Robert J. Moore

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