Resumo Inglês:
This study aims to identify the user profiles linked to virtual social interaction in the context of online multiplayer games developed for the video game 7 and 8 generations, describing their behavior, preferences and motivations to stay connected in these virtual environments. Netnography was use as a study method to evaluate the meanings, symbolism, behavioral values, predictions and preferences of users, from the collection and analysis of comments extracted from websites/online discussion forums. The results evidence the existence of three user profiles linked to online multiplayer games, characterized as: 1) users who come together in online social groups; 2) users frustrated by the unavailability of online social networks, 3) users who interact socially in the offline environment, and share information in the virtual environment. Thus, the social factor appears as an element that influences the choice of types of games and video games, and contribute to the maintenance of social ties in the playful environment of online multiplayer games.
Referências:
AGAG, Gomaa M.; KHASHAN, Mohamed A.; ELGAYAAR, Mohammed H. Understanding online gamers’ intentions to play games online and effects on their loyalty: An integration of IDT, TAM and TPB. Journal of Customer Behaviour, v. 18, n. 2, p. 101-130, 2019.
ANDRADE, Eduardo B.; HO, Teck-Hua. Gaming emotions in social interactions. Journal of Consumer Research, v. 36, n. 4, p. 539-552, 2009.
ARRUDA FILHO, Emílio José Montero; CABUSAS, Julianne A.; DHOLAKIA, Nikhilesh. Social behavior and brand devotion among iPhone innovators. International Journal of Information Management, v. 30, n. 6, p. 475-480, 2010.
ARRUDA FILHO, Emílio José Montero; GAMMARANO, Igor De Jesus Lobato Pompeu. Before game over: a study on the experiences, prediction and values of consumption of players of seventh-generation videogame consoles. International Journal of Business Information Systems, v. 32, n. 1, p. 1-29, 2019.
ARRUDA FILHO, Emílio José Montero; GAMMARANO, Igor de Jesus Lobato Pompeu. For every “game over” there is a “play again”: Analysis of user preferences regarding 7th-and 8th-generation video games consoles. The Journal of High Technology Management Research, v. 29, n. 1, p. 46-56, 2018.
BALES, R. F. Interaction process analysis: a method for the study of small groups. Cambridge, MA: Addison-Wesley, 1950.
BEAVEN, Zuleika; LAWS, Chantal. ‘Never Let Me Down Again’1: Loyal customer attitudes towards ticket distribution channels for live music events: a netnographic exploration of the US leg of the Depeche Mode 2005–2006 World Tour. Managing Leisure, v. 12, n. 2-3, p. 120-142, 2007.
BELK, Russell W. Extended self in a digital world. Journal of Consumer Research, v. 40, n. 3, p. 477-500, 2013.
BELK, Russell W. The extended self unbound. The Journal of Marketing Theory and Practice, v. 22, n. 2, p. 133-134, 2014.
BOELLSTORFF, Tom. Coming of age in Second Life: an anthropologist explores the virtually human. Princeton University Press, 2008.
CHAYKO, Mary. Techno-social Life: the internet, digital technology, and social connectedness. Sociology Compass, v. 8, n. 7, p. 976-991, 2014.
EKMAN, I., et al. Social interaction in games: measuring physiological linkage and social presence. Simulation & Gaming, v.43, n. 3, p. 321-338, 2012.
FORTUNATI, Leopoldina; TAIPALE, Sakari; DE LUCA, Federico. What happened to body-to-body sociability?. Social Science Research, v. 42, n. 3, p. 893-905, 2013.
FOX, Jesse; GILBERT, Michael; TANG, Wai Yen. Player experiences in a massively multiplayer online game: a diary study of performance, motivation, and social interaction. New Media & Society, v. 20, n. 11, p. 4056-4073, 2018.
GILL, Tripat. Convergent products: what functionalities add more value to the base?. Journal of Marketing, v. 72, n. 2, p. 46-62, 2008.
HANGHØJ, Thorkild; LIEBEROTH, Andreas; MISFELDT, Morten. Can cooperative video games encourage social and motivational inclusion of at-risk students?. British Journal of Educational Technology, v. 49, n. 4, p. 775-799, 2018.
JANSZ, Jeroen; MARTENS, Lonneke. Gaming at a LAN event: the social context of playing video games. New Media & Society, v. 7, n. 3, p. 333-355, 2005.
KOZINETS, R. V. The field behind the screen: using netnography for marketing research in online communities. Journal of Marketing Research, v.39, p. 61-72, Feb.2002.
KOZINETS, Robert V. Netnography 2.0. handbook of qualitative research methods in marketing, p. 129-142, 2006.
KOZINETS, Robert V. Netnography: doing ethnographic research online. Sage Publications, 2010.
LANGER, Roy; BECKMAN, Suzanne C. Sensitive research topics: netnography revisited. Qualitative Market Research: An International Journal, v. 8, n. 2, p. 189-203, 2005.
LIEBERMAN, Alicea; SCHROEDER, Juliana. Two social lives: how differences between online and offline interaction influence social outcomes. Current Opinion in Psychology, 2019.
MACEDO, Tarcízio; DO CORRAL VIEIRA, Manuela. Muito além dos pixels: experiências de consumo e cultura material em League of Legends. Comunicacao, Midia e Consumo, v. 14, n. 41, p. 146, 2017.
MAITLAND, C.; et al. Measuring the capacity of active video games for social interaction: the social interaction potential assessment tool. Computers in Human Behavior, v. 87, p. 308-316, 2018.
MOLYNEUX, Logan; VASUDEVAN, Krishnan; GIL DE ZÚÑIGA, Homero. Gaming social capital: Exploring civic value in multiplayer video games. Journal of Computer-Mediated Communication, v. 20, n. 4, p. 381-399, 2015.
PAAVILAINEN, Janne. Critical review on video game evaluation heuristics: social games perspective. In: Proceedings of the International Academic Conference on the Future of Game Design and Technology. ACM, 2010. p. 56-65.
PEÑA, Jorge.; HANCOCK, Jeffrey T. An analysis of socioemotional and task communication in online multiplayer video games. Communication Research, v. 33, n. 1, p. 92-109, Fev. 2006.
REER, Felix; KRÄMER, Nicole C. Are online role-playing games more social than multiplayer first-person shooters? Investigating how online gamers’ motivations and playing habits are related to social capital acquisition and social support. Entertainment Computing, v. 29, p. 1-9, 2019.
SAJJADIAN, F.; SHEIKH, R.; SOURI, M. E.; SANA, S. S. Application of rough set and netnography in tourism marketing analysis. Journal of Modelling in Management, v. 13, n. 4, p. 1025-1036, 2018.
SHIN, Dong-Hee; SHIN, Youn-Joo. Why do people play social network games?. Computers in Human Behavior, v. 27, n. 2, p. 852-861, 2011.
SMYTH, Joshua M. Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play. CyberPsychology & Behavior, v. 10, n. 5, p. 717-721, 2007.
STONE, Bessie G.; MILLS, Kathy A.; SAGGERS, Beth. Online multiplayer games for the social interactions of children with autism spectrum disorder: a resource for inclusive education. International Journal of Inclusive Education, v. 23, n. 2, p. 209-228, 2019.
TAKAHASHI. D. The top 12 trends of the video game industry. Gamesbeat.com. 2009. Disponível em: http://games.venturebeat.com/2009/05/15/the-top-12-trends-of-the-video-game-industry/. Acesso em: 10 ago. 2018.
WANG, Dianwen; YANG, Zhilin; DING, Zhihua. Is Sociability or Interactivity more Effective for Enhancing Performance? Findings from a Massively Multiplayer Online Role-Playing Game. Journal of Interactive Marketing, v. 48, p. 106-119, 2019.
WIJMAN, Tom. Newzoo: mobile revenues account for more than 50% of the global games market as it reaches $137.9 billion in 2018. Newzoo, 2018. Disponível em: https://newzoo.com/insights/articles/global-games-marketreaches-137-9-billion-in-2018-mobile-games-take-half/ Acesso em: 28 nov. 2019.
YEE, N. The Proteus Paradox: how online games and virtual worlds change us––and how they don’t. Yale University Press, Connecticut. 2014.
YEE, Nick. Motivations for Play in Online Games. Cyber psychology & Behavior, v. 9, n. 6, 2006.