1 / 60

Lifestyles in the Game World: the virtual, not virtual at all

Lifestyles in the Game World: the virtual, not virtual at all. Sang-Min (Leo) Whang (Dept. of Psychology, Yonsei University) swhang@yonsei.ac.kr. Digital Paradigm, & Generational Gaps. The impacts of ICT on Youth in Korea Globalization vs. Nationalism Reality vs. the Virtual

lluvia
Download Presentation

Lifestyles in the Game World: the virtual, not virtual at all

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Lifestyles in the Game World: the virtual, not virtual at all Sang-Min (Leo) Whang (Dept. of Psychology, Yonsei University) swhang@yonsei.ac.kr

  2. Digital Paradigm, & Generational Gaps • The impacts of ICT on Youth in Korea • Globalization vs. Nationalism • Reality vs. the Virtual • Separation vs. Integration (Cultural, Social) • From Industrial Society to Information Age • Who does create the information age in Korea? • The role of Youth in Virtual World • An innovator of digital media usages • A leader of Virtual World

  3. Living in an Artificial World Living in an artificial world:Psychology of Cyberspace

  4. Real Beach?

  5. New Generation in ICT culture

  6. Lineage: The Biggest MMORPG in Korea

  7. Emergence of New Society: Lineage

  8. Castle Seizure

  9. Research Issues • The nature of experiences in virtual world • Could virtual experiences have meanings equivalent to those of real world? • Do they contribute to form new personal identities? (Multiple identities) • Different activities? (avatars, game addiction?) • Different social relationships? • The consumption of digital images • From a consumer to a prosumer in digital age • The nature and changes of human experiences

  10. Limited Options with Ends Repeated Episode with Constrained End Unlimited Parallel Episodes Dream shared by thousands New World/ New Self Dream Day-Dream Dream shared by a few Game/ Plans Individual Diad, Small Group Real Life The Psychology of On-line Game Single Play Game Multi Play Game Online Game User vs Program User vs User User vs World

  11. What are you looking for? • Narrative Story-Telling • The social construction of virtual world experiences • Different perception on the virtual worlds • Different virtual activities and communities • What are the adaptive behaviors in a new social environment beyond personal stories • The emergence of new values and behavior patterns

  12. Comparative studies: Korea and Japan • Lineage users’game behaviors focusing on on-line game lifestyles • Hypothesis • Identification of lifestyles in two contexts: real vs. virtual world • Comparison of the virtual lifestyles in the context of real world • Online survey • Korea data • 2002. 11.1 - 2002. 11. 8 (N=4747) • Japan data • 2003. 7. 12 - 2003. 7.25 (N=1,143)

  13. The 9 factors of on-line game lifestyles • Social oriented • behaviors and values related to other-oriented and pro-social activities • Traditional norm oriented • promotion to chivalry, honor and feudalistic order in the game world • Out-law oriented (anti social behavior) • Anti-social, outlaw behavior • Role play oriented • characteristics of players who separate the game from reality

  14. Achievement oriented • tendency of seeking personal accomplishment and success in the game world, regardless whether they are affiliated to the group or not • Materialism • measures up their sense of success by the levels in game or the collection of precious items, solely based on materialistic facts within the game. • Collectivism: Hierarchically oriented • emphasizes the following of strict system of rank and chain of command that are found in a highly organized body such as the military or patriarchy • Discriminative attitude • the tendency to decide their conduct based on gender and age of other players • Individualism: Anti-Group oriented • often choose to act alone and consider personal freedom in game world to be important

  15. Social Orientation • behaviors and values related to other-oriented and pro-social activities • It is important to me that players around me are also doing well. • I feel good when players around me either gain a level or acquire a good item. • I often chat with new players that meet in the game.

  16. Traditional Norm Orientation • promotion to chivalry, honor and feudalistic order in the game world • I always follow the decision made by my clan. • Upon becoming the ruler of a castle, I plan to lower the tax rate and exercise my power in a just and noble manner. • I feel good when someone I know becomes famous. • It is frustrating to realize that the game I love is slowly degrading.

  17. Out-law orientation (anti social behavior) • motivation and tendency of Anti-social, outlaw behavior • If necessary, I consider stealing or swindling items to be acceptable. • It’s enjoyable to harass or bully inexperienced new players.

  18. Role Play Orientation • emphasize the role play nature of virtual world • If a player asks for my age or gender, my answer is usually based on the current character. • Whenever there is an event or a castle siege going on, I always participate in order to get any spoils of war. • To earn money, I am prepared to resort to activities such as begging.

  19. Achievement Orientation • tendency of seeking personal accomplishment and success in the game world • I feel a sense of pride developing my character to be stronger and more powerful. • I believe a competition among players in a game is very natural and an integral part of it.

  20. Materialism • measure up their sense of success by the levels in game or the collection of precious items • Having a lot of game money is always a good thing. • In the game, success eventually means either to attain a high social status or to become wealthy. • I always pay special attention in game play to avoid situations leading to financial loss.

  21. Hierarchical orientation • emphasize the following of rank and command such as the military or patriarchy • Members of the clan should be willing to sacrifice themselves for cause of the clan. • To sacrifice clan members for the leader is perfectly acceptable. • To run a clan successfully, it’s vital to have a well-defined system of order and a strict chain of command. • Whatever situation the clan is faced with, its members should always unite.

  22. Discriminatory attitude • tendency to decide their conduct based on gender and age of other players • When I come across a new player the first thing I inquire is their years of game experiences. • When I meet a player in virtual world, I check his/her sexual [real world] gender.

  23. Individualism • often choose to act alone and consider personal freedom in game world to be important • I’ve chosen not to join any clans. • I have no interest as to which clans gain control of castles and come to power.

  24. Korean Gamers’ Lifestyles in Lineage(by cluster analysis) Individual (28.2%),Community (44.8%),Off Real World (27%)

  25. Individual Gamers : They play Lineage as a game. • Seek individualistic freedom, not necessarily selfish • Think on-line game a kind of video or console game • They don’t really appreciate the social networks in online game

  26. Community oriented gamers • They follow the hierarchical order in a clan as well as have strong comradeship. • Open minded and not discriminatory by gender and age • Popular characters, such as lords (Politicians), knights in Lineage world • A majority group in the game world (44.8%)

  27. Off Real World Game Players: Play game as a part of their Real Life • Manage to exercise every possible means to achieve personal success inside the game world • Emphasize the values and materialistic acquisition in game world, and have a strong sense of vertical individualism. • Have the propensity to adopt a value of relativism, believe it is all right to harm others in the game world

  28. Comparative studies: Korea and Japan • Lineage users’game behaviors focusing on on-line game lifestyles • Hypothesis • Identification of lifestyles in two contexts: real vs. virtual world • Comparison of the virtual lifestyles in the context of real world • Online survey • Korea data • 2002. 11.1 - 2002. 11. 8 (N=4747) • Japan data • 2003. 7. 12 - 2003. 7.25 (N=1,143)

  29. Age [RW] of game players

  30. Gender Proportions in Real & Cyber World % % %

  31. Social Network at two Countries as a part of Social Capital

  32. Three types of LifestylesWho are they? Are they different each other? Korea Japan

  33. Single oriented players : Play Lineage as a game not a world • Seek individualistic freedom, Not selfish • Who think and behave on-line game world is another way of video or console game • Who don’t really appreciate the social network

  34. Community oriented players: Majority group in the online game world • Tend to follow the hierarchical order in a clan as well as to have strong comradeship. • open minded and not discriminative towards gender and age unlike in reality where a traditional person is indeed gender and age discriminative • Lords (Politicians), Soldier of Lineage world

  35. Off-real world players: Play game as a part of their Real Life • Emphasize the values and materialistic acquisition in game world, and have a strong sense of vertical individualism. • Having the propensity to adopt a value of relativism, believe it is all right to harm others in the game world, whereas they do not in the real world. • Managed to exercise every possible means to achieve personal success inside the game world

  36. Lifestyles in a game world by countries

  37. What do they do in the game world?(except hunting) individual individual

  38. Values & honors for gamers individual individual

  39. Korean Japanese individual community off real world Social Economic Status(measured by wealth in game)

  40. The Perceived Trust as a part of Social Capital • Most people are trustworthy [in Lineage/ Real World].

  41. Perceived Reciprocity as a part of Social Capital • if a person receiveshelp from someone, he/she should be willing to return it others[in the game/ Real World].

  42. Same, or Different <Lineage> <EverQuest> If your girl (boy) friend has another sexual partner in game world? Does it bother you?

  43. Same, or Different <Lineage> <EverQuest> I would feel guilty, if I have another intimate partner inside the game.

  44. Importance Main considerations for a chanracter

More Related