Start Page
 Methodology
 
 

 


Links to the online questionnaire were publicized at well-known websites that catered to MMORPG players, such as the Lore, Stratics, and IGN Vault networks. The data presented in this report comes from surveys collected over two time periods - one in mid-April of 2002, and one in late August of 2002. Players of EverQuest, Dark Age of Camelot, Ultima Online, Acheron's Call, and Anarchy Online were asked to participate. Of the responses collected, about 72% were EQ players, 13% were DAOC players, 10% were UO players, 3% were AC players, and 2% were AO players.

 

Copyright, October 2002, by Nicholas Yee

Everquest addiction, EQ Addiction, Addicted to Everquest, EverQuest Addiction, MMORPG, massively multiplayer role-playing games, MMORPG addiction, addicted to MMORPGs, addicted to EverQuest, addicted to EQ, EQ addiction, understanding MMORPG addiction, the psychology of MMORPGs, the psychology of MMORPG addiction, blaming game, evercrack, why do people get addicted to MMORPGs, getting addicted to everquest, need help everquest addiction, addicted to everquest, need to quit EverQuest, help with quitting EQ, is everquest dangerous, psychology of everquest addiction, obsessed with everquest, obsessed with MMORPGs, virtual worlds, virtual community, virtual communities, virtual constructs, virtual societies, virtual relationships, virtual social networks, online community, online communities, online societies, cyberculture, cyber-culture, relationships in cyberculture, online communication