COMPUTER ROLE-PLAYING GAMES: PLAYER MOTIVATIONS, PREFERENCES, AND BEHAVIOR

Authors

  • Mirela ABRUDAN Assoc. Prof. Ph.D., Department of Communication, PR, and Advertising, Faculty of Political, Administrative, and Communication Sciences, Babeș-Bolyai University of Cluj-Napoca. *Corresponding author: mirela.abrudan@fspac.ro
  • Andreea VOINA Research Scientist Ph.D., Department of Communication, PR, and Advertising, Faculty of Political, Administrative, and Communication Sciences, Babeș-Bolyai University of Cluj-Napoca https://orcid.org/0000-0002-4226-5336
  • Andreea LĂPUŞTE MA, Department of Communication, PR, and Advertising, Faculty of Political, Administrative, and Communication Sciences, Babeș-Bolyai University of Cluj-Napoca

DOI:

https://doi.org/10.24193/subbeph.2021.2.01

Keywords:

role-playing games, gaming behavior, gamer preferences, gender-swapping, avatar gender.

Abstract

In recent years, computer role-playing games have changed the way we spend our free time. Traditional games have been increasingly replaced by digitized productions, and technology has made it easier to access videogames on multiples devices. Online games bring users together in a fantasy world in which they design avatars, manifesting their creativity and employing gaming strategies. This study analyzed Romanian gamers’ behaviors and perceptions of massively multiplayer online role-playing games (henceforth MMORPGs); by employing focus groups and a survey, the authors aimed to map preferences and habits of users in terms of gender. We found that users are not likely to engage in stereotypical activities in creating and using their avatars within the games, nor do they design female avatars solely for visual pleasure, but rather for opportunistic reasons. Moreover, the research subjects did not think of choosing female avatars as a safeguard for advancing through in-game levels, but rather consider other variables, such as hard work, skills, or strategy, as important to succeed.

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Published

2021-12-30

How to Cite

ABRUDAN, M., VOINA, A., & LĂPUŞTE, A. (2021). COMPUTER ROLE-PLAYING GAMES: PLAYER MOTIVATIONS, PREFERENCES, AND BEHAVIOR. Studia Universitatis Babeș-Bolyai Ephemerides, 66(2), 5–32. https://doi.org/10.24193/subbeph.2021.2.01

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