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Character Creation Processes in MMORPGs: -    A qualitative study of determining important factors.
Linnaeus University, Faculty of Science and Engineering, School of Computer Science, Physics and Mathematics.
2012 (English)Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; “Which underlying factors affect how important different features of the character creation interface are to experienced MMORPG players?

To be able to answer the question an extensive literature review was conducted. A qualitative approach was taken. Long interviews were made with five participants, two female and three male players. The interviews took place while they created a number of avatars in different MMORPGs. The interviews were then followed up. During the follow-ups, the impact the character creation process had for the players, were discussed. The findings indicate that the character creation interface is important for the players to get a good gaming experience. However different types of players require different things. Important features for the users to change were mainly; the head; the name; and adding parts of yourself on your character. The factors that determined the importance of these features were found to be; Player types; Identity types; Immersion levels; and whether or not the game or the gaming experience were new to the player. Another finding showed that the longer you have played a game the less bizarre the different races, classes and gender will seem. The study also indicated that the female participants had a hard time identifying with their male characters.

Place, publisher, year, edition, pages
2012. , 102 p.
Keyword [en]
Virtual world, MMORPG, MMO, Online games, character creation, Immersion, identity, motivations, gender, player types, qualitative, avatar, character
National Category
Information Systems
URN: urn:nbn:se:lnu:diva-21028OAI: diva2:543179
Subject / course
Available from: 2012-08-07 Created: 2012-08-06 Last updated: 2012-08-07Bibliographically approved

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