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Guild Play in Massively Multiplayer Online Role-Playing Games (MMORPGS) as a Predictor of Online Social Support and Victimization

dc.contributor.advisorCole, David
dc.contributor.authorPulliam, Katherine
dc.date.accessioned2018-05-07T20:38:07Z
dc.date.available2018-05-07T20:38:07Z
dc.date.issued2018-04-23
dc.identifier.urihttp://hdl.handle.net/1803/8844
dc.descriptionThis paper covers the likelihood of accruing online social support and/or victimization from different types of Massively Multiplayer Online Role-Playing Game (MMORPG) play. It specifically examines the use of social structures called "guilds" in-game, and whether regular use of guilds is significantly associated with online social support and victimization. Written as part of the Psychology Honors Program with Dr. John Rieser and Dr. Jo-Anne Bachorowski, PSY-4999.en_US
dc.description.abstractAlthough the negative social effects of video games have been carefully studied, there is less work on the positive social effects of video games. Because video games are so ubiquitous in modern-day society, research is needed on the ways that playing online games, specifically MMORPGs, can result in both social support and victimization. In order to determine this, an online self-report survey was used to collect data regarding MMORPG players’ levels of online and in-person social support as well as online and in-person victimization and compared these to their levels of perceived stress, depressive thoughts, and self-esteem. Results indicated that playing in guilds in MMORPGs is related to both more online social support and online victimization, both of which have significant but opposite associations with stress, depressive thoughts, and self-esteem.en_US
dc.description.sponsorshipThesis completed in partial fulfillment of the requirements of the Honors Program in Psychological Sciencesen_US
dc.language.isoen_USen_US
dc.publisherVanderbilt Universityen_US
dc.subjectVideo Gamesen_US
dc.subjectOnline Victimizationen_US
dc.subjectOnline Social Supporten_US
dc.subject.lcshSocial psychologyen_US
dc.subject.lcshVideo gamersen_US
dc.titleGuild Play in Massively Multiplayer Online Role-Playing Games (MMORPGS) as a Predictor of Online Social Support and Victimizationen_US
dc.typeThesisen_US


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