آیا بازیکنان جهان وارکرفت(MMORPG) کمتر احساس تنهایی و اضطراب اجتماعی در جهان آنلاین (محیط مجازی) نسبت به جهان واقعی (آنلاین) تجربه می کنند؟
Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?
نویسندگان |
این بخش تنها برای اعضا قابل مشاهده است ورودعضویت |
اطلاعات مجله |
www.journals.elsevier.comcomputers-in-human-behavior |
سال انتشار |
, March 2016 |
فرمت فایل |
PDF |
کد مقاله |
8779 |
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چکیده (انگلیسی):
The number of online game players continues to grow, as well as the number of hours spent in online world. World of Warcraft (WoW) is one of the most popular Massively Multiplayer Online Role Playing Games (MMORPG). It is set in an elaborate fictional world, in which players achieve goals through interaction and mutual communication. The present study verified differences in experiencing loneliness (UCLA Loneliness Scale) and social anxiety (Social Phobia Inventory) in WoW players in online and real world (offline) since these two worlds and the functioning of the players in them differ. In the sample consisting of 161 players, it was found that players experience a significantly lower degree of loneliness and social anxiety in online than in real world. The lower degree of loneliness experienced was also associated with playing with friends and known people, with guild membership, as well as frequent communication with teammates through VoIP (Voice over Internet Protocol) services. The results suggest that WoW is a highly social environment that encourages cooperation, communication and friendship.
کلمات کلیدی مقاله (فارسی):
MMORPG؛ جهان وارکرفت؛ اضطراب اجتماعی؛ تنهایی؛ محیط مجازی
کلمات کلیدی مقاله (انگلیسی):
MMORPG; World of Warcraft; Social anxiety; Loneliness; Virtual environment
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