The Relationship Between MMORPG Players' Leadership-related Game Experience and Offline Leadership

MMORPG 내 리더십 관련 경험과 오프라인 리더십의 상관관계 연구

  • 장예빛 (KAIST 문화기술대학원) ;
  • 유승호 (강원대학교 영상문화학과)
  • Received : 2010.07.20
  • Accepted : 2010.08.16
  • Published : 2010.10.20


This research investigated the relationship between MMORPG players' leadership-related game experience and offline leadership using online survey samples(N=664). According to the correlation results, MMORPG players' leadership-related game experience, age, game usage time and offline leadership exhibited a significantly positive relationship. When players had more leadership-related game experience, they reported higher offline leadership scores. In terms of "spillover effect", more valuable implications of using MMORPGs are discussed in conclusion.


  1. 한국콘텐츠진흥원, "2009 대한민국 게임백서", pp337, 2009.
  2. 임소혜, 박노일, "다사용자 온라인 롤플레잉 게임 (MMORPG) 이용 동기와 오프라인 리더십 영향 연구", 한국언론학보, 51권, 5호, pp322-345, 2007.
  3. 전경란, "상호작용 텍스트의 구체화 과정 연구: 다사용자 온라인 롤플레잉 게임(MMORPG)을 중심으로", 한국언론학보, 48권 5호, pp188-213, 2004.
  4. S. D. Freitas and M. Griffiths, "Online gaming as an educational tool in learning and training", British Journal of Educational Technology, Vol. 38, No. 3, pp535-537, 2007.
  5. G. Yukl and D. D. Van Fleet, "Theory and research on leadership in organizations", Handbook of industrial and organizational psychology, Vol. 3, pp147-192, 1992.
  6. B. J. Avolio and S. S. Kahai, "Adding the 'E' to e-leadership: how it may impact your leadership", Organizational Dynamics, Vol. 31, No. 4, pp325-338, 2003.
  7. J. J. Sosik, S. S. Kahai, and B. J. Avolio, "Transformational leadership and dimensions of creativity: Motivating idea generation in computer-mediated groups", Creativity Research Journal, Vol. 11, No. 2, pp111-121, 1998.
  8. J. J. Sosik, B. J. Avolio, S. S. Kahai, and D. I. Jung, "Computer-supported work group potency and effectiveness: the role of transformational leadership, anonymity, and task interdependence", Computers in Human Behavior, Vol 14, No. 3, pp491-511, 1998.
  9. B. M. Bass, "Two decades of research and development in transformational leadership", European Journal of Work and Organizational Psychology, Vol. 8, No. 1, pp9-32, 1999.
  10. B. J. Avolio and B. M. Bass, B. M, "Multifactor Leadership Questionnaire. Manual and sampler set(3rd ed.)", Redwood City, CA: Mind Garden, 2004.
  11. N. Yee, "The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage", Avatars at Work and Play, Springer, pp187-207, 2006.
  12. B. Revees, T. W. Malone and T. O'Driscoll, "Leadership's online labs. Harvard Business Review", Vol. 86, No. 5, pp58-66, 2008.
  13. N. Yee, "The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments", Presence, Vol. 15, No. 3, pp309-329, 2006.
  14. D. Giver, L. Carter and M. Goldsmith, "Linkage Inc.'s Best Practices In Leadership Development Handbook", Jossey-Bass/Pfeiffer, San Francisco, CA, 2000.
  15. 필 하킨스, 최상모 역, "파워풀 컨버세이션: 강력한 리더들의 의사소통 비법", 거름, pp302-304, 2002.
  16. 한국게임산업진흥원, "게임의 효과성 연구 4차 년도 보고서: 게임과 리더십 향상의 관계를 중심으로", 연구보고서 08-003, 2008.
  17. E. Chan and P. Vorderer, "Massively multiplayer online games. In P. Vorderer & J. Bryant (Eds), Playing computer games: motives, responses, and consequences", Mahwah, NJ: Lawrence Erlbaum Associates, 2006.
  18. M. D. Childress and R. Braswell, "Using massively multiplayer online role-playing games for online learning", Distance Education, Vol. 27, No. 2, pp187-196, 2006.
  19. D. P. Twitchell, D.P. K. Wiers, M. Adkins, J. K. Burgoon and J. F. Nunamaker, "StrikeCOM: A multi-player online strategy game for researching and teaching group dynamics", Proceedings of the 38th Annual Hawaii International Conference on System Sciences, pp45b, 2005.
  20. M. DeMarco, E. Lesser and T. O'Driscoll, "IBM Institute for Business Value study: Leadership in a distributed world: Lessons from online gaming", IBM Global Business Services, 2007.