identifies the fact that a very large number of players
play simultaneously in the same online world,
interacting with each other; Online indicates that the
players need to be connected to the Internet while
they play; Role-Playing, in general, refers to player
who play the role of a unique character and interact
with other players by using an “avatar”, which is a
humanoid graphical representation of the player in
the game world.
To enter a game world, players first create a
character from a set of classes and races as digital
representations of themselves. When creating their
character, users play the role of a character living in
the game’s fantasy world. Each character has a
specific set of skills and abilities that define that
character’s role. For example, in World of Warcraft
mages are powerful spell casters who use magic to
inflict damage on their enemies from afar but are
very vulnerable to attacks. These traits define the
role of the mage: hang back, do a ton of damage, and
hope to kill the monsters before they reach the
player. Players also have the option of choosing their
sex and adding various adornments to enhance their
characters appearance as they progress in the game,
such as hair color, clothing, armor, etc. Due to these
characteristics, MMORPGs are anonymous
environments in which players have many
opportunities to experiment with different online
identities. In contrast to other genres of games,
MMORPGs do not have storylines. A MMORPG
community is as dynamic and complex as the real
world. A typical group requires players to fulfil a
number of roles, which are summarized as kill,
irritate, and preserve (Barnett and Coulson, 2010). A
good group needs an appropriate balance of all three
roles and successful team cooperation and
coordination in order to stand a realistic chance of
success. Players may invest hundreds of hours
advancing their character and interacting in the
virtual environment, and thus players often feel an
emotional proximity to their character. In
MMORPGs, players begin the game as low-level
member. During gameplay, the development of the
player’s character is the primary goal. Nearly all
MMORPGs feature a character progression system
in which players earn “experience points” for their
actions and use those points to reach progressively
higher “levels”. Over the course of a character’s life,
the character will brave thousands of quests while
exploring the game environment, learn new and
powerful abilities, and find hundreds of powerful
weapons and more. In other words, the character
progresses and gets stronger as the player gain
experience, new skills, and more powerful items and
equipment. MMORPGs do not have an ending or
finishing time. Even after achieving the highest
level, players may still remain in the game world to
complete more challenges or participate in the social
communities of which they have been part.
4.3 Survey Design
The final survey consisted of three sections. The first
section focussed on playing patterns (i.e., amount of
game play and level of main character) and social
motivation for playing MMORPGs. Social
motivation was measured using the Online Gaming
Motivations Scale (Yee, Ducheneaut, and Nelson,
2012). Its reliability is .77. The second section asked
questions about older adults’ social interactions
within WoW. It included four measurements:
(1) Communication methods was measured by
asking how frequently older adults communicate
with others via public chat, group chat, private chat,
in game voice chat, social media and face-to-face
meeting. Participants were asked to indicate on a 5-
point scale (1=Never, 5=All the time) the frequency
of using these communication tools.
(2) Network level was measured by asking
how frequently older adults play with family, real-
life friends, game friends and other players.
Respondents were asked to indicate on a 5-point
scale (1=Never, 5=All the time) the frequency of
playing with these persons.
(3) Enjoyment of relationships was measured
by the strength of relationship with family, real-life
friends and game friends. Respondents were asked
to indicate on a 5-point scale (1=Strongly disagree,
5=Strongly agree) to what extent they agree with
these statements: (a) Playing with family members
makes me feel closer to them; (b) Playing with real-
life friends makes me feel closer to them; (c) I trust
my game friends; (d) My game friends are as
important to me as my real-life friends. They were
also asked to indicate on a 5-point scale (1=Never,
5=All the time) how often they engage in these
actions: (a) Talk about WoW with my family;(b)
Talk about WoW with my real-life friends; (c) Share
my personal problems with game friends. These
statements were identified as deep relationships by
Steinkuehler and Williams (2006) and Williams et
al.’s (2006) study.
(4) Quality of guild play was measured by
time of guild play and satisfaction with guild play.
Satisfaction with guild play was measured by asking
respondents to indicate how satisfied they are with
the organization of the guild, guild leadership and
guild members with “1” referring to “Very
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