Eesti online mängijad World of Warcrafti näitel
dc.contributor.advisor | Pruulmann-Vengerfeldt, Pille, juhendaja | |
dc.contributor.author | Seeman, Piret | |
dc.contributor.other | Tartu Ülikool. Sotsiaalteaduskond | et |
dc.contributor.other | Tartu Ülikool. Ajakirjanduse ja kommunikatsiooni osakond | et |
dc.date | 2007 | |
dc.date.accessioned | 2010-10-21T08:01:49Z | |
dc.date.available | 2010-10-21T08:01:49Z | |
dc.date.issued | 2007 | |
dc.description | The purpose of this study is to examine online gamers on the example of Estonian World of Warcraft (WoW) players. The objective is to study their preferences in the game according to the online gamer typology created by Alix (2005) and to look more thoroughly at their offline and online social motives for gaming. For this study 12 WoW gamers were interviewed via the Internet. WoW is a popular online computer game that has more then 9 million subscribers all over the world and around 1000 active players in Estonia. The classification of the game is MMORPG which means Massively Multiplayer Online Roleplaying Game. It is a type of game where the player can connect to a server over the Internet to play with other people in a world defined by a game’s producer. After bringing out the results it appears that all the gamers interviewed had played at least one other type of game earlier, which they had stopped playing after discovering World of Warcraft. This means that WoW took over players from other game genres and thus has formed itself a great dedicated community. In regard to Alix’s (2005) typology, it was concluded, that with some exceptions it was possible to use those archetypes on Estonian WoW players who were interviewed, although most of them were mixed types. Most of the interviewed played their first computer game when they were about 6 to 10 years old. Offline social motives were mostly important for the people to get in contact with computers in the first place and after that started playing games on them. After the initial contact the offline non-playing communities (family and friends) rather discourage gaming activities. Overall, for Estonian World of Warcraft players, there were two types of social online motives for playing – character-based and reasons based on interaction and competition. Both of the reasons were equally as popular. | en |
dc.description.uri | http://www.ester.ee/record=b3754671*est | |
dc.format | application/pdf | |
dc.identifier | Seeman, Piret (2007) Eesti online mängijad World of Warcrafti näitel. Other thesis, Tartu Ülikool. | |
dc.identifier.uri | http://hdl.handle.net/10062/15675 | |
dc.publisher | Tartu Ülikool | et |
dc.relation | http://mail.jrnl.ut.ee:8080/267/ | |
dc.subject | H Social Sciences (General) | |
dc.subject.other | Internet | et |
dc.subject.other | arvutid | et |
dc.subject.other | arvutimängud | et |
dc.subject.other | rollimängud | et |
dc.subject.other | võrgusuhtlus | et |
dc.subject.other | bakalaureusetööd | et |
dc.title | Eesti online mängijad World of Warcrafti näitel | et |
dc.type | Thesis | en |
dc.type | NonPeerReviewed |
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