کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
351582 | 618473 | 2011 | 8 صفحه PDF | دانلود رایگان |

This study examines the goal of value sought by players of the massively multiplayer online role playing games (MMORPGs). We drew on the Means-end Chains (MECs) model frequently used in marketing as a theoretical basis. Soft laddering method was also adopted as a tool for in-depth interviews. Content analysis was used to analyze the “Attributes–Consequences–Values” for MMORPGs players, then converted into a hierarchical value map (HVM). The study found that role-playing, interface design, multiplayer gaming, independent play, popularity and virtual pets were the order of game attributes users took into consideration when playing MMORPGs. The consequences benefits for the users were, in order, enhanced interaction, more fun, enhanced efficiency, fantasy fulfillment, winning, novelty, more insurance, increased wealth and stress relief. The value targets sought by players were concluded to be fun and enjoyment in life, sense of accomplishment, warm relationships with others, sense of belonging and security in order of importance.
► The study illustrates the values of massively multiplayer online role playing games (MMORPGs) players.
► We drew on the Means-end Chains (MECs) model as a theoretical basis.
► Content analysis was used to analyze the “Attribute-Consequence-Value” for MMORPGs players.
► We show how a value can be related to a MMORPGs’ consequence.
► The structures of values are set up by hierarchical value map.
Journal: Computers in Human Behavior - Volume 27, Issue 6, November 2011, Pages 2153–2160