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Research about WoW - participate!
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Post by
Niina
Greetings fellow gamers! I am studying massively multiplayer online games like WoW for my master's thesis and I would need some replies from you to my research survey. If you can spare a bit of your time to reply these questions I would be grateful.
The address of the survey is
http://mmoresearch.kyselyt.com/lomake.html?id=1
Filling the survey should take 5-10 minutes. Though some questions might seem a bit silly do try to answer them as accurately as you can. I apologize for the send button being in Finnish, I could not change it from the survey management.
Looking forward for your contribution, if you have any questions please direct them at niina.hirvonen@student.hse.fi
Niina Hirvonen
Helsinki School of Economics
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144903
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Post by
georgelopes
DONE!!!!!!
Post by
101709
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Post by
PvtCaboose
Dun it :D
So how long does most people play per week?
Post by
Seregon
Dun it :D
So how long does most people play per week?
Average? 42 hours if my calculations are correct... and sadly I think they are... Or... not atm, but if I add up all my /played and divide it by the time I've had the game that's what I get in average... I don't play that much atm though...
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120885
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115964
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101817
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Post by
Niina
Thank you for replies (and well wishes) so far, still hope to get a few more.
And yes some questions are similar, it is intentional.
-Niina
Post by
inmediasres
Thank you for replies (and well wishes) so far, still hope to get a few more.
And yes some questions are similar, it is intentional.
-Niina
I'm not an expert on the subject, but maybe some of the "too similar" questions should be more distanced.
Answered the questions, hope others will join, it really is only a few minutes.
Post by
Niina
Below is the abstract of the study. Thank you for everyone that took part!
-Niina Hirvonen
CHOOSING ONLINE ROLEPLAYING GAME: PURHASE PROCESS AND CONSUMER PERCEIVED VALUE
Research objectives
The goal of this thesis is to discover how consumers select their massively multiplayer online game (MMO-game) and which criteria they use to evaluate the games they play. The thesis begins by describing MMO-games, along with their associated player demographics and segmentation. Then the thesis examines the consumer purchase process and its feasibility in analysing the MMO-games from the theoretical point of view. In addition to this the theory of consumer perceived value and the value dimensions is considered, the value dimensions examined being price, quality, emotional and social, and then adapting these four dimensions to MMO-games researched in an empirical study.
Source material and research methods
The empirical study was made as an Internet-survey that was published in Internet-discussion forum targeted at MMO-gamers. The first part of the survey focused on player demographics and game-related statistics, the second part of the survey measured consumers’ perceptions of the value of the targeted MMO-game and the importance of these value claims. The survey was open over a weekend and received 246 replies of which 239 forms were individual replies filled enough for the analysis. The answers were analysed with SAS-program using summary statistics, cross tabulation, t-test and factor analysis.
Reseach results
Most of the replies to the survey were from young male students. According to the results the choice set of the MMO-games is limited. Most of the respondents did not even consider other games before buying a new one. Also the social networks showed to be very important as most of the players had found their game by the recommendation of their friend, spouse or a member of their family. Five values were found in the factor analysis of the value statements of the survey. These five dimensions reflect the special features of the MMO-game values. Personal satisfaction dimension composed of many emotional and quality statements reflecting the personal evaluation of the gaming experience. Temporal sustainability dimension consists of player evaluations of the continuity of the fulfilment that the game offers. Dissatisfaction dimension indicates the dissatisfaction of even the most devout users towards some aspects of the game. Price and social dimensions were similar then in the previous studies. Also the study revealed an interesting phenomenon of the social stigma of the gamers to the non-gamers. This seemed to be especially prominent among the female gamers.
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