TY - JOUR
T1 - Identification processes in online groups
T2 - Identity motives in the virtual realm of MMORPGs
AU - Gabbiadini, Alessandro
AU - Mari, Silvia
AU - Volpato, Chiara
AU - Monaci, Maria Grazia
PY - 2014
Y1 - 2014
N2 - Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). In this video game, players interact with other players in a tridimensional virtual world through their avatar.A sample of 92 WoW players took part in a data collection Web survey. Building on the theory of social identity, we tested the predictive power of three identification motives: self-esteem enhancement, optimal distinctiveness, and uncertainty reduction. Additionally, considering previous research on MMORPGs, we added identification with the game character and membership duration as further predictors of virtual group identification. The construct of virtual group identification was analyzed at two levels: identification with the faction and guild of the character. Furthermore, the current study was a first attempt to understand whether online identification may lead to group behavior such as evaluative ingroup bias.Our results indicated that traditional motivational theories of social identity were mostly confirmed. Moreover, identification with the avatar emerged as a strong predictor of group identity. Additionally, at both levels of analysis, group attachment led to an evaluative differentiation between the ingroup and outgroup. The findings are discussed in light of modern theories of social identity and media research.
AB - Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). In this video game, players interact with other players in a tridimensional virtual world through their avatar.A sample of 92 WoW players took part in a data collection Web survey. Building on the theory of social identity, we tested the predictive power of three identification motives: self-esteem enhancement, optimal distinctiveness, and uncertainty reduction. Additionally, considering previous research on MMORPGs, we added identification with the game character and membership duration as further predictors of virtual group identification. The construct of virtual group identification was analyzed at two levels: identification with the faction and guild of the character. Furthermore, the current study was a first attempt to understand whether online identification may lead to group behavior such as evaluative ingroup bias.Our results indicated that traditional motivational theories of social identity were mostly confirmed. Moreover, identification with the avatar emerged as a strong predictor of group identity. Additionally, at both levels of analysis, group attachment led to an evaluative differentiation between the ingroup and outgroup. The findings are discussed in light of modern theories of social identity and media research.
KW - MMORPGs
KW - Social identity motives
KW - Video games
KW - Virtual communities
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UR - http://www.scopus.com/inward/citedby.url?scp=84905496436&partnerID=8YFLogxK
U2 - 10.1027/1864-1105/a000119
DO - 10.1027/1864-1105/a000119
M3 - Article
AN - SCOPUS:84905496436
VL - 26
SP - 141
EP - 152
JO - Journal of Media Psychology
JF - Journal of Media Psychology
SN - 1864-1105
IS - 3
ER -