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Personal behavior and virtual fragmentation
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ACM International Conference Proceeding Series; Vol. 203 archive
Proceedings of the international conference on Advances in computer entertainment technology table of contents
Salzburg, Austria
SESSION: Games evaluation table of contents
Pages: 60 - 63  
Year of Publication: 2007
ISBN:978-1-59593-640-0
Authors
Tobias Fritsch  Freie Universität Berlin, Berlin, Germany
Jochen Schiller  Freie Universität Berlin, Berlin, Germany
Benjamin Voigt  Freie Universität Berlin, Berlin, Germany
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

In the last few years the importance of multiplayer games has seen an immense growth. On par with that, the virtual environments (VEs) increased in their size. Today there exist more than 120 MMOGs (Massive Multiplayer Online Games) ranging from FPS (first person shooter) to classic RPG (role playing game) settings. Such an evolution leads to the fact that players start to "live" in a virtual world. Thus each player at least partially merges with his character (playing figure) and acts in the virtual world. Nevertheless there can be huge gaps between ones real and virtual behavior.

This paper uses a well balanced set of questions based on the psychological big5 model to show the mentioned gaps between real world and virtual world attitude. The underlying online survey models 30 selected questions about online and real world behavior. The results are stored in a database in order to statistically interpret them afterwards.

The analysis includes correlations between deterministic values (such as age, nationality and gender) and traits of the big5 model (like surgery, emotional stability and conscientiousness). Furthermore it contains other surprising conclusions about the difference in behavior.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Mikael Jakobsson, T. Taylor: The Sopranos Meets EverQuest, Social Networking in Massively Multiplayer Online Games, Melbourne DAC 2003.
 
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Nicole Lazzaro: Why We Play Games: Four Keys to More Emotion Without Story, XEODesign 2005.
 
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Manninen T., Rich Interaction in the Context of Networked Virtual Environments - Experiences Gained from the Multi-player Games Domain. HCI2001 (Springer-Verlag).
 
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Bartle R., Hearts, Clubs, Diamonds,Spades: Players who suit MUDs, 1996 - http://www.mud.co.uk/richard/hcds.htm
 
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Klastrup L., Interaction forms, agents and tellable events in Everquest, CGDCC2002 (Tampere Press).
 
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Schotter A., Sopher B., Advice and Behavior in Intergenerational Ultimatum Games: An Experimental Approach, JEL2001.
 
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Williams D., Skoric M., Internet Fantasy Violence: A Test of Aggression in a Online Game, NCA2005 (Communication Monograph Vol 72, pp.217--233).

Collaborative Colleagues:
Tobias Fritsch: colleagues
Jochen Schiller: colleagues
Benjamin Voigt: colleagues