The emerging adolescent World of Warcraft video gamer: A five factor exploratory profile model

dc.citation.volume17
dc.contributor.authorBean, Anthony M.
dc.contributor.authorFerro, Lauren S.
dc.contributor.authorVissoci, Joao Ricardo Nickenig
dc.contributor.authorRivero, Thiago [UNIFESP]
dc.contributor.authorGroth-Marnat, Gary
dc.coverageOxford
dc.date.accessioned2020-07-31T12:47:27Z
dc.date.available2020-07-31T12:47:27Z
dc.date.issued2016
dc.description.abstractThis exploratory study discovered personality patterns among emerging adults (EAen
dc.description.abstractaged 18-25) who played World of Warcraft (WoW). The authors examined differences between the 44-item personality measure Big Five Inventory (BFI) and emerging adult play style and specialization of WoW players through latent profile analysis (LPA). The authors focused on the specifics of participant's play style (Player VS Player, Player VS Environment, or Role-Playing), specialization of character (Tank, Healer, Damage), and whether EA WoW video gamers met criteria for an antisocial personality profile (see Markey and Markey, 2010). A total of 465 EA WoW players, participated in the study. The author's findings, based on LPA, discovered profiles amongst the participants utilizing ANOVAs to statistically investigate differences. The authors found the following three different main profiles overall across play styles and specialization: Extroversive, Introversive, and Ambiversive. This study asserts personality may play a role in understanding the video gamer and there may be at least three personality types of gamers who play World of Warcraft (WoW). Furthermore, there was no support for antisocial personality scores of EAs in WoW players when compared to suggested markers of antisocial personality factors (see Bean and Groth-Marnat, 2014en
dc.description.abstractMarkey and Markey, 2010). (C) 2016 Elsevier B.V. All rights reserved.en
dc.description.affiliationFramingham State Univ, Clin Psychol, Framingham, MA 01702 USA
dc.description.affiliationRMIT Univ, Sch Media & Commun, Melbourne, Vic, Australia
dc.description.affiliationDuke Univ, Fac Inga, Social Psychol, Durham, NC 27706 USA
dc.description.affiliationUniv Fed Sao Paulo, Neuropsychol, Sao Paulo, SP, Brazil
dc.description.affiliationPacific Grad Inst, Clin Psychol, Carpinteria, CA USA
dc.description.affiliationUnifespNeuropsychology, Universidade Federal de São Paulo (UNIFESP), Sao Paulo, Brazil
dc.description.sourceWeb of Science
dc.format.extent45-54
dc.identifierhttp://dx.doi.org/10.1016/j.entcom.2016.08.006
dc.identifier.citationEntertainment Computing. Oxford, v. 17, p. 45-54, 2016.
dc.identifier.doi10.1016/j.entcom.2016.08.006
dc.identifier.issn1875-9521
dc.identifier.urihttps://repositorio.unifesp.br/handle/11600/56844
dc.identifier.wosWOS:000386870100005
dc.language.isoeng
dc.publisherElsevier Sci Ltd
dc.relation.ispartofEntertainment Computing
dc.rightsinfo:eu-repo/semantics/restrictedAccess
dc.subjectVideo gamesen
dc.subjectYouthen
dc.subjectWorld of Warcraften
dc.subjectPersonality of video gamersen
dc.subjectViolent video gamersen
dc.titleThe emerging adolescent World of Warcraft video gamer: A five factor exploratory profile modelen
dc.typeinfo:eu-repo/semantics/article
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