title: Lifestyles of virtual world residents: living in the on-line game "lineage".
abstract: This study was conducted to explore the lifestyles of online game players who have adopted the virtual world as part of their life. An online survey was conducted on players of an Internet-based game, Lineage. Lineage is the largest online game where people assume new identities and play various roles in a virtual environment, accommodating over 6 million users worldwide. A total of 4,786 game players participated in this survey, and their lifestyles were compared with their values and attitudes in the virtual world. Upon classification of their real-world lifestyles, their tendencies and desires were compared to lifestyles in the virtual world. This study showed that game players have developed their own distinctive lifestyles, and their lifestyles were a strong criterion for explaining behavior patterns and desires in the virtual world. Lifestyles were classified into three general categories: (1) single-oriented player, (2) community-oriented player, and (3) off-Real world player. Each group displayed distinct differences in their values and game activities, as well as in their anti-social behavior tendencies. The differences reflected not only their personality but also their socio-economic status within the virtual world, which is constructed through game activities. This study serves as a model to understand how players from different real-life backgrounds will behave in various game features and how they adopt the virtual world for their new social identities.
authors.affiliation: Department of Psychology, Yonsei University, Seoul, Korea. swhang@yonsei.ac.kr
authors.forename: Leo Sang-min
authors.initials: LS
authors.lastname: Whang
authors.forename: Geunyoung
authors.initials: G
authors.lastname: Chang
mesh_terms: D002755:Choice Behavior; D003417:Criminal Psychology; D006801:Humans; D007062:Identification, Psychological; D007398:Interpersonal Relations; D008019:Life Style; D010551:Personality; D012931:Social Environment; D012933:Social Identification; D012945:Social Values; D012959:Socioeconomic Factors; D012984:Software; D014584:User-Computer Interface; D018910:Video Games; D014754:Violence / Q000523:psychology