Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/77982
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dc.contributorSchool of Design-
dc.creatorWang, C-
dc.creatorYu, G-
dc.date.accessioned2018-08-28T01:36:02Z-
dc.date.available2018-08-28T01:36:02Z-
dc.identifier.issn1687-7047en_US
dc.identifier.urihttp://hdl.handle.net/10397/77982-
dc.language.isoenen_US
dc.publisherHindawi Publishing Corporationen_US
dc.rightsCopyright © 2017 Chaoguang Wang and Gino Yu. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.en_US
dc.rightsThe following article: Chaoguang Wang and Gino Yu, “The Relationship between Player’s Value Systems and Their In-Game Behavior in a Massively Multiplayer Online Role-Playing Game,” International Journal of Computer Games Technology, vol. 2017, Article ID 6531404, 10 pages, 2017 is available at https://doi.org/10.1155/2017/6531404.en_US
dc.titleThe relationship between player's value systems and their in-game behavior in a massively multiplayer online role-playing gameen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume2017en_US
dc.identifier.doi10.1155/2017/6531404en_US
dcterms.abstractThis study examines the relationship between player's value systems and their actions in playing a massively multiplayer online role-playing game. Online survey data from 1,577 players were paired with their behavioral metrics within the game. A number of correlations were found between the scores of value system and the in-game metrics. Participants that scored high on the Red value system tend to spend more real money in the game, level up their character and ability as quickly as possible, and seek other achievements in the forms offered by game world. These characteristics for fun, power, and immediate gratification are also predicted by the Red value system. The finding provides valuable information on how to better design, evaluate, and understand enjoyment in games. The results also show the possibility of using the game as a platform in inferring players' value systems and in training people to develop certain skills.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationInternational journal of computer games technology, 2017, v. 2017, 6531404-
dcterms.isPartOfInternational journal of computer games technology-
dcterms.issued2017-
dc.identifier.scopus2-s2.0-85042720084-
dc.identifier.eissn1687-7055en_US
dc.identifier.artn6531404en_US
dc.description.validate201811_a bcma; 201808 bcrcen_US
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_IR/PIRAen_US
dc.description.pubStatusPublisheden_US
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