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EMERGING OPPORTUNITIES AND RISKS IN MASSIVELY MULTIPLAYER ONLINE ROLE PLAYING GAMES

Massively Multiplayer Online Role Playing Games (MMORPG’s) are highly immersive environments which promote and sustain hyper personal interaction amongst players. This body of work aimed to identify, compare and draw conclusions from existing and ongoing research on player behaviour, motivations, addiction, data disclosure and the potential for harm in MMORPGs. Two quantitative survey based studies and a series of semi structured interviews formed the evidence base for the research findings. The first quantitative study consisted of European participants (n=357) and the second of Singaporean participants (n=188). In addition the European study encompassed qualitative findings from semi structured interviews. Player behaviour was measured using Bolino and Turnley’s (2003) Impression Management (IM) Scale adapted to fit the context of online gaming. An adapted Basic Psychological Needs scale from Deci and Ryan’s (2000) Self Determination Theory (SDT) was used to measure the degree to which online gaming fulfils the basic psychological needs of the participant gamer. Addiction was measured using the Game Addiction Scale (GAS) developed by Lemmens et. al. (2009) and data disclosure was measured and scored based on the number of data types previously disclosed within MMORPG environments. Participants exhibited varying levels of addiction and over half were found to be high level disclosers of personal and sensitive data, making them potentially more vulnerable to exploitation and predation. Hours of game play was found to