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Specifically, using ethnographic interviews and a survey, the authors explore the utility of Yee\u2019s three-factor motivational framework for explaining the positive or negative quality of experiences in the popular online game World of Warcraft (2004-2012). The authors find that playing to Achieve is strongly associated with distressful play, results that support findings from other studies. By contrast, Social and Immersion play lead more typically to positive gaming experiences, conclusions diverging from those frequently reported in the literature. Overall, the authors suggest that paying attention to the positive as well as negative dimensions of inhabiting these online worlds will provide both for more balanced portraits of gamers\u2019 experiences and also potentially clarify pathways toward problematic and addictive play.<\/jats:p>","DOI":"10.1177\/1555412012440312","type":"journal-article","created":{"date-parts":[[2012,3,27]],"date-time":"2012-03-27T05:48:07Z","timestamp":1332827287000},"page":"3-28","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":34,"title":["Restorative Magical Adventure or Warcrack? Motivated MMO Play and the Pleasures and Perils of Online Experience"],"prefix":"10.1177","volume":"7","author":[{"given":"Jeffrey G.","family":"Snodgrass","sequence":"first","affiliation":[{"name":"Colorado State University, Fort Collins, CO, USA"}]},{"suffix":"II","given":"H. J. 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