dc.contributor.authorLee, Calvina Hoong Dawn.en_US
dc.contributor.authorWong, Sze Yuan.en_US
dc.contributor.authorWong, Ying Zhuang.en_US
dc.date.accessioned2008-09-10T07:14:09Z
dc.date.available2008-09-10T07:14:09Z
dc.date.copyright2005en_US
dc.date.issued2005
dc.identifier.urihttp://hdl.handle.net/10356/1068
dc.description.abstractAlthough computer games have existed for decades and millions of people play them, the study of games as cultural objects and social phenomenon is still very much in its infancy. With worldwide projections of gaming revenues (hardware, software, online and mobile) of US$39.02 billion by 2010, the gaming sector is one of the fastest growing markets today. This study examined the gaming phenomenon in Singapore, in particular, the Massively Multiplayer Online Game (MMOG). Using the uses and gratification framework, this study looked at nine motivations, six of which were found in previous gaming studies (socializing, achievement, exploration, escapism, causing grief, role-play) and introduced three new motivations (immortality, habit, pastime).en_US
dc.rightsNanyang Technological Universityen_US
dc.subjectDRNTU::Social sciences::Communication::Cultural studies
dc.titleMassively Multiplayer Online Game (MMOG) in Singapore: gamers and their motivations.en_US
dc.typeFinal Year Project (FYP)en_US
dc.contributor.supervisorLee, Wai Peng.en_US
dc.contributor.schoolWee Kim Wee School of Communication and Informationen_US


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