What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences

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The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared ... continued below

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Tran, Chris May 2009.

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This thesis is part of the collection entitled: UNT Theses and Dissertations and was provided by UNT Libraries to Digital Library, a digital repository hosted by the UNT Libraries. It has been viewed 3804 times . More information about this thesis can be viewed below.

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  • Tran, Chris

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Description

The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model.

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UNT Theses and Dissertations

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  • May 2009

Added to The UNT Digital Library

  • Nov. 19, 2009, 8:15 p.m.

Description Last Updated

  • Jan. 21, 2014, 4:29 p.m.

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Tran, Chris. What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online Experiences, thesis, May 2009; Denton, Texas. (digital.library.unt.edu/ark:/67531/metadc10976/: accessed March 26, 2017), University of North Texas Libraries, Digital Library, digital.library.unt.edu; .