With the continuous development of digital technology and internet technology, online games have created tremendous value in the cultural industry, which has emerged as an important part of digital entertainment. People can choose from a variety of ac...
With the continuous development of digital technology and internet technology, online games have created tremendous value in the cultural industry, which has emerged as an important part of digital entertainment. People can choose from a variety of activities at their leisure, and playing internet games is one of the main choices. According to the results of the ‘National Second Time Use Survey Report’, which was launched on February 25 by the National Statistical Office as China, the average internet usage time of residents is 2 hours and 42 minutes. According to ‘2017~019 China Game Business Insight’ published by Mob Research Center, PC game players are 42 hours per week and mobile game players are 25 hours per week. Playing games according to the above statistical date is one of the mainstream methods in people's leisure time.
The official name of 'MMORPG' is 'Massive Multiplayer Online Role-Playing Game', that is, a multiplayer online role-playing game. The most representative one is World of Warcraft (WOW). Generally, in MMORPG, players manipulate their exclusive characters to explore the game environment and story. It can be said that the game character operated by the player is an identity mapping in the Internet environment and shows some information of the player himself. Since MMORPG is in a network environment, it is different from normal RPG games, and in most cases, social networks are easily formed by showing behaviors such as communication, cooperation, and opposition among other players. In other words, in MMORPG, players can experience the fun of the game by manipulating their characters and connecting with other players. In this online gaming environment, social networks can be easily formed. In fact, the degree of self-disclosure of the player will affect the player's social behavior.
According to a study by Delerga & Margulis (1983), self-disclosure was classified into descriptive and evaluative self-disclosure according to the content. DeVito (1998) classified positive exposure and negative exposure according to the characteristics of the content of self-disclosure.
The quality and vitality of the game depends on the player's satisfaction and game loyalty, so this study analyzed the effects of player's self-exposed and social behavior on loyalty in MMORPG.
Key word: MMORPG, self-disclosure, social behavior, online, offline, loyalty