It is the most remarkable trend of the MMORPG's virtual world interacting with many players, connected to the online as well as existing at the same spacetime. These internet-based games have been recognized as a new space alike the reality that the p...
It is the most remarkable trend of the MMORPG's virtual world interacting with many players, connected to the online as well as existing at the same spacetime. These internet-based games have been recognized as a new space alike the reality that the peculiarities of the accessibility, autonomy and anonymity and developers provide the fantastic world including economy, politic and cultures.
The players in the virtual society of the MMORPG form a community by interacting with one another as establishing relations and also they feel satisfied with the role playing through the avatars, which mean their other selves. This makes players capable to get vicarious satisfaction and self-realization through a sense of belonging to their organizations and avatars.
This study as a process to satisfy these human's essential desires aims to explore and understand the right function of games based on the Identification Theory in terms of an attachment to avatars and a sense of belonging to players's psychological connected states in the virtual world of the MMORPG. To analyze the object of this study, first, a group identification as the traits of the MMORPG in terms of players's relations was defined as the systematic identification.
Secondly, the player classification of the MMORPG's unspecified individuals was defined the concept of the analytical outline according to the eight play types by Richard Bartle and applied it to an experiment.
Thirdly, the players's psychological connected states to a certain target were extracted from the Identification Theory.
In sum up, the result of this study is as follows.
First, the MMORPG players were classified by the Richard Bartle's Eight Player Types. The total number of the subjects was 439. They were spread widely. Politicians took up the highest rate(15%) and followed griefers, networkers, hackers according to priority.
Secondly, looking into a correlation between the extracted factors from the Identification Theory and the player types, planners have a strong identification, Meanwhile, in aspect of identification, scientists considered outer factors and inner personal factors as important, opportunists focused on organizational and personal inner factors, friends showed organizational outer factors and personal inner factors. Besides, politicians were influenced by both outer and inner identifications, networkers had a tendency to be inclined towards organizational outer factors and personal outer and inner factors. On the other hand, Griefers and hackers were analyzed that they were rarely affected by identification.
The result of this study was empirically analyzed by each player type according to the different degrees of the organizational identification, the personal identification and the outer and inner factors.
This study provides a detailed guideline for studies on further player types and its relevant research by suggesting ways to analyze based on the Richard Bartle's Eight Player Types.
A further research subject will be more helpful for the development of the player analysis if a changing process of the player's playtime is confirmed a hypothesis enhancing from avatars to organizations.
Moreover, it will be more meaningful to draw a conclusion from providing practical implications to understand the social context and culture of the MMORPG's virtual world by discovering the identification of the player's psychological feelings in the online games of the MMORPG's digital ecological environment.