Bean and Groth-Marnat (2016) conducted a study to explore the personality dimensions of World of Warcraft (WoW) players. The study examined the difference between the 44-item personality measures Big Five Inventory (BFI) and WoW players. BFI allowed the measurement of personality traits based on the domains of openness, conscientiousness, extraversion, agreeableness, and neuroticism (Bean, & Groth-Marnat, 2016). The authors also took note of the participant’s primary play style, specialization of the character, the character’s race, class, gender and its relation to BFI personality elements. The authors used approximately 1210 players who were above 18 years. The findings, which were measured using the multivariate statistical analysis (MANOVA) revealed a link between personality characteristics of the BFI and the style of participant’s play.
Gender differences in the domain of agreeableness, openness, and neuroticism were also found. There was no difference in areas such as specialization of character, their race or class (Bean, & Groth-Marnat, 2016). There was also no evidence found for antisocial or aggressive behavior from the player’s personality scores. The main limitation was the use of BFI as a measure of personality as it failed to provide measures for each of the five domains. The study also focused on WoW players and not all gamers in general thus the findings may not represent all gamers. In future, other studies can focus on specific aspects of personality with references to different genres of video games. Overall, however, the study indicates that virtual worlds allow players to express different endings and ways of expressing themselves that interact with their personality (Bean, & Groth-Marnat, 2016). In short, the virtual world influences a player’s personality.
The article’s content is relevant to the topic of social psychology and personality. The topic social psychology and personality strive to understand how social factors and the surrounding environment influence an individual. The topic relates to the article because it focuses on how a player becomes influenced by his gaming habits. Video games have winners and losers, and players have to emerge as winners as losers. The perception of a win or a loss can influence a person’ personality and subsequently influence behavior. The study found to be average on agreeability and conscientiousness but less neurotic than the average population. It becomes evident; therefore, that video games/the virtual world influences a person’s behavior.
The research can relate to my life in several ways. First, I have noted that there is a difference between gamers and non-gamers. Gamers are used to High-paced and high-tense situations that require prompt decision-making. The exposure provides them with the expertise of handling similar situations in real-life situations. However, on a negative note, video gamers have a high risk of losing touch with the real-world. The characteristic is possible due to the many hours spent playing video games. For instance, my brother is an avid gamer who I perceive as a risk-taker and go-getter. He loves challenges and attains much relief from a successful completion. However, he is more withdrawn from family and society compared to us non-gamers.
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