Please use this identifier to cite or link to this item: http://hdl.handle.net/2381/9727
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dc.contributor.authorWhitty, Monica T.-
dc.contributor.authorYoung, Garry-
dc.contributor.authorGoodings, Lewis-
dc.date.accessioned2011-10-04T13:13:12Z-
dc.date.available2011-10-04T13:13:12Z-
dc.date.issued2010-09-02-
dc.identifier.citationComputers in Human Behavior, 2011, 27 (1), pp. 268-275.en
dc.identifier.issn0747-5632-
dc.identifier.urihttp://www.sciencedirect.com/science/article/pii/S0747563210002475en
dc.identifier.urihttp://hdl.handle.net/2381/9727-
dc.description.abstractThis paper examined the emotional impact that engaging in or witnessing Symbolic Taboo Activities (STAs), as represented in MMORPGs (massively multiplayer online role-playing game), such as killing, torture and rape, has on adults. We focused our study on two games: World of Warcraft and Sociolotron. The study employed Interpretative Phenomenological Analysis (IPA), which was chosen because of its emphasis on ‘lived experienced’ and how participants make sense of their experiences. Five participants, all over the age of 18 years, were interviewed via Instant Messenger, four of which were men. Most of our participants felt they could easily separate gamespace from the real world; however, when asked to examine specific actions in-depth, we found this was not the case for all STAs. Activities that did not have a sanctioned equivalence (e.g., rape) were found by most to be more difficult to separate, especially emotionally. However, this was not the case for all participants. The findings suggest that not all individuals can psychologically cope with engaging in and/or witnessing certain STAs in MMORPGs. The results, we believe are important for game designers, censoring bodies of video games and psychologists.en
dc.language.isoenen
dc.publisherElsevieren
dc.rights© 2010 Elsevier Ltd. Deposited with reference to the publisher's archiving policy available on the SHERPA/RoMEO website.en
dc.subjectSymbolic Taboo Activitiesen
dc.subjectVideogamesen
dc.subjectWorld of warcraften
dc.subjectSociolotronen
dc.subjectPsychological harmen
dc.subjectViolent video gamesen
dc.titleWhat I won’t do in pixels: Examining the limits of taboo violation in MMORPGsen
dc.typeArticleen
dc.identifier.doi10.1016/j.chb.2010.08.004en
dc.description.statusPeer-revieweden
dc.description.versionPost-printen
Appears in Collections:Published Articles, Dept. of Media and Communication

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