—Online games have been prevailing over the last
decade and becoming a most popular leisure activity.
Specifically, one of the recent and favorite types of online games
is massively multiplayer online role-playing games
(MMORPGs). MMORPGs are very prevalent in the adolescent,
resulted from their characteristics, such as network connected,
interactive, team-based type, and virtual challenge tasks.
Antecedent studies have never thought of uses and gratification
approach and the sense of virtual community at the same time
when investigating the knowledge sharing in MMORPGs
communities; however, the factors of uses and gratification
theory will affect knowledge sharing through the sense of
virtual community practically. This study is catering to this
trend and attempts to build a comprehensive model for
capturing the dynamic of knowledge sharing behaviors in
—Online games, sense of virtual community,
uses and gratification theory, knowledge self-efficacy,
Yu-Wei Chuang is with the Department of Computer Science and
Information Management, Providence University, No. 200, Sec. 7, Taiwan
Boulevard, Taichung City, 43301, Taiwan (e-mail: email@example.com,
Cite: Yu-Wei Chuang, "Toward an Understanding of Uses and Gratifications Theory and the Sense of Virtual Community on Knowledge Sharing in Online Game Communities," International Journal of Information and Education Technology vol. 5, no. 6, pp. 472-476, 2015.