勤益科大機構典藏:Item 987654321/5930
English  |  正體中文  |  简体中文  |  Items with full text/Total items : 2928/5721 (51%)
Visitors : 374196      Online Users : 781
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version


    Please use this identifier to cite or link to this item: http://ir.lib.ncut.edu.tw/handle/987654321/5930


    Title: Are we after the same thing? Differences among different MMORPGs players
    Authors: Yu-Ling Lin, Hong-Wen Lin, Ya-Cing Jhan
    Contributors: 圖書館
    Keywords: means-end chain
    laddering method
    MMORPGs
    group difference
    Date: 2015
    Issue Date: 2016-10-19 14:41:59 (UTC+8)
    Abstract: Massively Multiplayer Online Role-playing Games (or MMORPGs) have propelled the vibrant development for the
    gaming industry and satisfied gamers’ desire to play and assume the roles of various virtual characters. In order to
    explore the differences between the terminal values for different player groups, this study has adopted Means-end
    Chains theory as the basis for this study and opted for soft laddering as the tool for in-depth interviews to analyze the
    significance of “game attribute – consequence benefits – terminal values” paths for different player groups. For the
    purpose of this study, 60 players have been separated into different groups according to their gender, level of
    education, method of consumption, extent of play and so forth in order to determine the differences in their values.
    Results of this study revealed that the attributes and consequences for different player groups varied significantly,
    with Fun and Enjoyment of Life, Warm Relationships with Others, Sense of Accomplishment and Security being the
    terminal values pursued by the different player groups. This reflects the fact that MMORPGs offer experiences of fun
    and joy for gamers and also suggest that players want more out of their games.
    Relation: Journal of Management and Strategy Vol. 6, No. 1; 2015
    Appears in Collections:[Department of Business Administration] 【企業管理系所】期刊論文

    Files in This Item:

    File Description SizeFormat
    Are we after the same thing? Differences among different MMORPGs players.pdf387KbAdobe PDF1945View/Open


    All items in NCUTIR are protected by copyright, with all rights reserved.


    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback