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Socialne prakse ob igranju videoiger tipa MMORPG : magistrsko delo
ID Žmavc, Mark (Author), ID Sočan, Gregor (Mentor) More about this mentor... This link opens in a new window

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Abstract
Igranje videoiger je ena najpopularnejših človekovih prostočasnih dejavnosti. Znanstvena prizadevanja na področju nakazujejo, da priljubljenost videoiger izhaja iz njihove zmožnosti zadovoljevanja temeljnih psiholoških potreb pri igralcih. Videoigre tipa MMORPG ustvarjajo socialni prostor, ki poleg socialnih interakcij znotraj igre zajema tudi socialne prakse na zunanjih spletnih platformah in v fizičnem svetu. V magistrskem delu sem preučeval, do kakšne mere sodobne socialne prakse ob igranju vzbujajo zadovoljitev ene od temeljnih psiholoških potreb, tj. potrebe po pripadnosti. Slednjo sem opredelil širše kot predhodni avtorji, vključujoč pripadnost drugemu, pripadnost skupini in pripadnost skupnosti. Zanimalo me je tudi, ali socialno udejstvovanje ob igranju povečuje igralčevo motivacijo za igranje preko vzbujanja občutka pripadnosti. Za potrebe študije sta bila sestavljena Vprašalnik socialnih praks ob igri in Vprašalnik občutka pripadnosti ob igri, za katera ugotavljam ustrezno zanesljivost in veljavnost. Na skupni vprašalnik, objavljen na družabnem omrežju Twitter, je odgovorilo 867 igralcev Old School Runescape, popularne igre tipa MMORPG. Rezultati kažejo, da videoigra za številne igralce predstavlja vir bogatih socialnih izkušenj, tako znotraj kot zunaj igre. Razvidno je tudi, da igra mnogim igralcem omogoča občutek pripadnosti drugemu, pripadnosti skupini in skupnosti. Konfirmatorna faktorska analiza je potrdila, da so trije merjeni vidiki pripadnosti del skupnega latentnega konstrukta. Unikaten prispevek k občutku pripadnosti sicer kažejo socialne prakse znotraj in zunaj igre ter skupinske in diadne prakse, ne pa tudi pasivne prakse gledanja spletnih vsebin. Nazadnje je ustrezno prileganje opredeljenega mediacijskega modela potrdilo, da igralčevo socialno vedenje povečuje njegov namen za nadaljnje igranje ravno preko vzbujanja občutka pripadnosti. Sklepam, da je to eden izmed temeljnih mehanizmov, ki igralce MMORPG-jev zadržuje v njihovih virtualnih svetovih.

Language:Slovenian
Keywords:računalniške igre, zadovoljevanje potreb, pripadnost, spletna skupnost, socialna interakcija
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FF - Faculty of Arts
Place of publishing:Ljubljana
Publisher:[M. Žmavc]
Year:2020
Number of pages:55 str.
PID:20.500.12556/RUL-121714 This link opens in a new window
UDC:316.6:[004:79](043.2)
COBISS.SI-ID:36560387 This link opens in a new window
Publication date in RUL:24.10.2020
Views:1014
Downloads:181
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Secondary language

Language:English
Title:Social practices in MMORPG videogames
Abstract:
Playing videogames has become one of the most popular human pastimes. As videogame research indicates, their success is due to their capacity to satisfy basic psychological needs of players. MMORPG type videogames create a social space, not only through promoting in-game social interactions, but also through game-related social practices on various online platforms and in real life. I explored the extent to which modern game-related social practices induce the satisfaction of a basic psychological need; the need to belong. Compared to previous authors, I argued for a broader definition of the need to belong, including belonging to another, belonging to group and belonging to community. I examined whether engaging in game-related social activities results in a higher motivation for further play through inducing a sense of belonging. The research purpose required creation of two questionnaires regarding game-related social practices and sense of belonging; both showed adequate reliability and validity. 867 players of Old School Runescape, a popular MMORPG, filled out the questionnaire, posted on Twitter. The results showed that OSRS represents a source of rich social experiences for many players, both within and outside of the game world. A significant portion of players feel like they belong to another, to a group and to a community within the game. A confirmatory factor analysis showed that the three measured aspects of belonging indeed share a mutual latent construct. Lastly, the defined mediational model fit the data well, confirming the assertion that players’ social engagement increases their motivation for future play through inducing a sense of belonging. I recognize this as one of the primary mechanisms through which MMORPGs keep players engaged.

Keywords:computer games, need satisfaction, belonging, online community, social interaction

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