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Game experts were also characterized by focusing their game time on completing tasks.
Simon and Chase  proposed the first general theory of expertise, and found that chess masters’ expertise primarily derived from their prior chess knowledge and extensive chess experience.This study is the first large–scale multi–method attempt to empirically examine the characteristics leading to development of expertise in Ever Quest II, a popular massively multi–player online role–playing game (MMOs).Benefiting from the unprecedented opportunity of obtaining game log data matched with survey data, the project investigated the relationship between player motivations and in–game behavior, personality characteristics, and demographic attributes with game performance and achievement, which we refer to as game “expertise.” Players who were high on achievement motivation or social motivation had higher game expertise, while those high on immersion motivation had lower expertise.As a result, they offer researchers an opportunity to study both the contributors to and consequences of in–game interactions.Over the past several years, advances in computer processing power, along with increases in the speed and capacity of digital networks have contributed to the rise of games that can be characterized as persistent virtual worlds — online environments that remain active despite any single player logging off.Specifically, to what extent are characteristics such as motivations to play, game focus, personality, and demographic attributes, associated with higher game expertise?
Expertise has often been understood in terms of superior performance .
One subset of these games is Massively Multi–player Online Role–Playing Games (MMOs) that allow participants to control characters that navigate these virtual worlds and complete a series of tasks.
MMOs, like Ever Quest, present a fundamentally different research setting from other persistent virtual worlds such as Second Life because at their core they are designed to be task–oriented and as a result create an environment of relative achievement among participants.
Studies on a variety of domains further supported their findings that expertise can be obtained by learning and practice.
Different definitions and assessment criteria have been proposed for expertise .
This interest is in part due to the increased complexity and realism captured by contemporary video games.