lol, actually research into the victim side of griefing is minimal. And thanks for the luck!
Probably because for the past 10 years MMO Developers have been continously putting in anti-griefing mechanics so that in most titles it is nigh impossible to grief in the traditional sense.
Sure, there's still a few games out there that permit or even encourage griefing such as EVE, DF or MO, but for the most part many of today's MMO players really haven't experienced griefing in its standard forms, and the closest they can relate is in ninja looting or something.
GW2 Devs Anet have gone so far that they've tried to make as much as possible for one player to be unable to negatively impact another, and have taken it so far as to even make everyone the same level in the PVP zones to remove the opportunity to really grief/gank someone.
So basically it seems to me that you are researching a dying art form at this point in time, since even in the titles that permit griefing, those folks are playing of their own free will, so can one really say they are being griefed?
I'd have recommended you study people griefing others in social media outlets, since apparently they kill each other (or themselves) over comments posted in things like Facebook and what not.
Edit: Oh yeah, another interesting study would involve why online gaming communities are becoming so hostile, (and more importantly, the social implications of the apparent acceptance of this culture) go play a few matches of League of Legends or other such MOBA's and you'll get first hand experience at the hostility you can experience. BBC just did an interesting feature on this, particularly with reference to the hostility/treatment of women in such titles.
(moved my reply since you relocated the thread)
+1. Would be a very interesting study to see why online gaming communities have become so hostile.
I always figured griefing was categorized as something that falls under someone's ethics; what you do when no one is around (and you could probably add: when there are no consequences). Sure people may act like douchebags in video games because "it's just a game", but outside video games they act like normal friendly people in real life, but imo, what you do when no one is around or when there are no consequences is just as important as what you do around other people as both behavior's make up a persons character. Although it's just a video game doesn't mean you should act like an ass (unless you're roleplaying, but true griefing hardly is).
Playing: EVE Online Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online Looking forward to: Archeage, Kingdom Under Fire 2 KUF2's Official Website - http://www.kufii.com/ENG/ -
Edit: Oh yeah, another interesting study would involve why online gaming communities are becoming so hostile, (and more importantly, the social implications of the apparent acceptance of this culture) go play a few matches of League of Legends or other such MOBA's and you'll get first hand experience at the hostility you can experience. BBC just did an interesting feature on this, particularly with reference to the hostility/treatment of women in such titles.
+1. Would be a very interesting study to see why online gaming communities have become so hostile.
This would be very interesting, something to consider for future research. For now my focus lies in the current topic.
In regards to this, I would like to thank all that have participated so far. It has been a great help with a good response rate. However, I still require more responses and the survey is still open for everyone 16 years of age and over.
I am currently taking your survey and I must say that there are quite a few things that aren't accounted for. This can be one of the issues with studying something that you may or may not know anything about. Is that you may not know the questions to ask.
One of the main things that I would like to point out is that one of the main reason people grief other players in game is usually general dissatisfaction with life. You must remember that there are many people that literally live in these games. This makes the rest of their life outside of the game very unsatisfying. How could it not be? They aren't spending any time on it. Griefing is a way for someone that has virtually no power in real life to assert control or power over another person. That is why in many cases you will find that people will grief others at a younger age when they feel that they have no power in life, while the older players are happy to just socilaise and help guildies.
Ultimatley I don't believe MMO's to be a very mentally healthy thing. That being said, I still play them. But I know of their negative affects on people including myself. MMO's turn many people that are inclined to being reclusive into complete recluses. Seeing as recluses are not very social people, they aren't for the most part pleasant to be around in any form.
One of the main things that I would like to point out is that one of the main reason people grief other players in game is usually general dissatisfaction with life.
I would genuinely just like to ask, you know this how? I hope to get into the more personalised questions during an interview stage, for now I am looking for trends and statistics within a large sample size.
Comments
+1. Would be a very interesting study to see why online gaming communities have become so hostile.
I always figured griefing was categorized as something that falls under someone's ethics; what you do when no one is around (and you could probably add: when there are no consequences). Sure people may act like douchebags in video games because "it's just a game", but outside video games they act like normal friendly people in real life, but imo, what you do when no one is around or when there are no consequences is just as important as what you do around other people as both behavior's make up a persons character. Although it's just a video game doesn't mean you should act like an ass (unless you're roleplaying, but true griefing hardly is).
Playing: EVE Online
Favorite MMOs: WoW, SWG Pre-cu, Lineage 2, UO, EQ, EVE online
Looking forward to: Archeage, Kingdom Under Fire 2
KUF2's Official Website - http://www.kufii.com/ENG/ -
This would be very interesting, something to consider for future research. For now my focus lies in the current topic.
In regards to this, I would like to thank all that have participated so far. It has been a great help with a good response rate. However, I still require more responses and the survey is still open for everyone 16 years of age and over.
Please read the initial post for details, and the survey is located here: http://medusa.ballarat.edu.au/limesurvey/index.php?sid=44463
I am currently taking your survey and I must say that there are quite a few things that aren't accounted for. This can be one of the issues with studying something that you may or may not know anything about. Is that you may not know the questions to ask.
One of the main things that I would like to point out is that one of the main reason people grief other players in game is usually general dissatisfaction with life. You must remember that there are many people that literally live in these games. This makes the rest of their life outside of the game very unsatisfying. How could it not be? They aren't spending any time on it. Griefing is a way for someone that has virtually no power in real life to assert control or power over another person. That is why in many cases you will find that people will grief others at a younger age when they feel that they have no power in life, while the older players are happy to just socilaise and help guildies.
Ultimatley I don't believe MMO's to be a very mentally healthy thing. That being said, I still play them. But I know of their negative affects on people including myself. MMO's turn many people that are inclined to being reclusive into complete recluses. Seeing as recluses are not very social people, they aren't for the most part pleasant to be around in any form.
I would genuinely just like to ask, you know this how? I hope to get into the more personalised questions during an interview stage, for now I am looking for trends and statistics within a large sample size.