This study explores how the meanings of online experiences are obtained in conjunction with offline world. Developed from audience research, the framework of this study includes 'the pleasures of audience', 'the influences of interpretative communities', 'the context of everyday life', and 'the reflexivity of audience'. Participants were all recruited from Taiwan. Through interview and behavior observation were used as the method to collect data from the MMORPG players' interpretations of their experiences. The results reflected two types of pleasure players obtained from the online game. First, the definition of the game rules brings a lot of pleasures to players during the moments of the human-computer interaction. Second, the intimacy of offline peer groups and cybercommunity become another important source of game pleasures, while that happens in the interpersonal communication. The second pleasure eventually becomes the major cause which players immerse in the game world, and may induce the internet addition disorder. Nevertheless, the reflexivity of players will arouse the consciousness which players may take resistant actions to the fascination of online game world.
|Translated title of the contribution
|Conjunction of Online and Offline World: A Study Based on MMORPG Players' Interpretations of their Experiences
|Number of pages
|Mass Communication Research
|Published - 1 Jan 2009
- Audience research
- Game pleasure