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The relationship between avatar's capital and player's gaming orientation : a study in Final Fantasy XIV

Korkeila, Henry (2017)

 
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Korkeila, Henry
2017

Informaatiotutkimuksen ja interaktiivisen median tutkinto-ohjelma - Degree Programme in Information Studies and Interactive Media
Viestintätieteiden tiedekunta - Faculty of Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2017-06-07
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:uta-201706121951
Tiivistelmä
The world's digitalization has changed our lives in numerous ways. Digitalization has changed how people consume entertainment and video games are just one example of this. Persistent online game worlds where a massive number of players can interact with each other around the clock were non-existent two decades ago. Player studies is still in its infancy, because it is not fully understood yet what kind of lives the players have in these online virtual worlds. One way to look at the lives of the players is to examine the types of capitals they have. The players of video games do have, in fact, multiple types of capitals at their disposal in the digital game worlds. In this study, the capitals are re-ferred to as resources available to an avatar in various forms. However, what kind of players have which types of capitals are still largely unexplored. This study attempts to find an answer to that problematic issue.

This study investigates the relationship between avatar's capitals and player's gaming orientation. This study employs Bourdieu's theory of capitals (Social, Economic, Cultur-al and Symbolic) and Yee's Motivations for Play in Online Games scale to investigate the relationship between avatar's capitals and player s gaming orientation via an online survey (n = 905). Aimed at players of a Massively Multiplayer Online Role-Playing Game, Final Fantasy XIV.

The results show that player orientation is associated with avatar's available capital. Cul-tural capital was predicted by player's gaming orientation related to immersion, game mechanics and socializing with other players. Economic capital was predicted by player orientation related to achievement, relationships with other players and teamwork. Social capital was predicted by player orientation related to social and escapism. Symbolic capital was predicted by player orientation related to achievement, relationship and teamwork. More research is needed to form a more holistic understanding of avatar's capitals by focusing on different MMORPGs, genres and platforms.
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PL 617
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