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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.
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MMORPG, relationship formation in MMORPGs, good
friends in everquest, why do people make such good friends on MMORPGs, the psychology
of MMORPG relationship formation, making friends in MMORPGs, dark age of camelot,
asheron's call, EQ, DAOC, AC, getting married online, getting engaged in everquest,
marrying someone in everquest, mmorpg marriage, making friends online, romantic
relationships in everquest, virtual romance, virtual marriages, statistics of
online relationships, understanding online relationships, 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