共查询到14条相似文献,搜索用时 15 毫秒
1.
This study attempts to investigate how a player's position in an online gaming community leads to his or her continuance intention toward a Massive Multiplayer Online Game (MMOG) from the perspective of social capital theory. Using subjective and objective data collected from 340 players in a representative MMOG, our results reveal that community position significantly affects community trust and perceived social value, which in turn positively influence MMOG continuance intention. Furthermore, this study provides support for the moderating effects of game knowledge and community size on the proposed model. This study concludes with research limitations and theoretical and managerial implications. 相似文献
2.
Online knowledge community administrators are attempting to encourage their users to contribute knowledge in order to provide value to members and maintain sustainability. A large number of online knowledge communities fail mainly due to the reluctance of users to return the favor and share knowledge. Many studies on this topic have highlighted the importance of reciprocity for knowledge contribution which forms a virtuous feedback loop for the community sustainability. However, it is unclear how reciprocity is developed and what influences its development. Motivated by this, this study focuses on investigating the antecedents of knowledge receivers’ reciprocity in online knowledge communities. It formulates and tests a theoretical model to explain reciprocity behavior of community members based on equity theory and Social Identity explanation of De-individuation Effects (SIDE) model. Our proposed model is validated through a large-scale survey in an online forum for English learning. Results reveal that indebtedness and community norm not only are key antecedents of intention to reciprocate but are also positively related to each other. The perceived anonymity of the online knowledge community not only has a positive effect on intention to reciprocate, but also has an interactive effect with community norm on intention to reciprocate. Theoretical and practical implications of this study are discussed. 相似文献
3.
The aim of this research was to investigate age differences and similarities in the use of the social networking website MySpace, to explore potential differences in social capital among older people (users over 60 years of age) compared to teenagers (users between 13 and 19 years of age). We used locally developed web crawlers to collect data from MySpace’s user profile pages, and to quantify any differences that exist in the networks of friends of older people and teenagers. Content analysis was applied to investigate differences in social activities between the two age groups on MySpace, and the way they represent themselves on their profile pages. Our findings show a social capital divide: teenagers have larger networks of friends compared to older users of MySpace. On the other hand, we found that the majority of teenage users’ friends are in their own age range (age ± 2 years), whilst older people’s networks of friends tend to have a more diverse age distribution. In addition, our results show that teenagers tend to make more use of different media (e.g. video, music) within MySpace and use more self-references and negative emotions when describing themselves on their profile compared to older people. 相似文献
4.
What's in a name? Ages and names predict the valence of social interactions in a massive online game
Multi-player online battle arena games (MOBAs) are large virtual environments requiring complex problem-solving and social interaction. We asked whether these games generate psychologically interesting data about the players themselves. Specifically, we asked whether user names, which are chosen by players outside of the game itself, predicted in-game behaviour. To examine this, we analysed a large anonymized dataset from a popular MOBA (‘League of Legends’) – by some measures the most popular game in the world.We find that user names contain two pieces of information that correlate with in-game social behaviour. Both player age (estimated from numerical sequences within name) and the presence of highly anti-social words are correlated with the valences of player/player interactions within the game.Our findings suggest that players' real-world characteristics influence behaviour and interpersonal interactions within online games. Anonymized statistics derived from such games may therefore be a valuable tool for studying psychological traits across global populations. 相似文献
5.
The increasing popularity of online and multiplayer games has meant that for many, social interaction and cooperation are vital components of the gaming experience. Previous research has suggested that not only has this made gaming more attractive to socially oriented people but also that it may be socially beneficial in terms of social capital and prosocial behaviors. However, for problematic video game players (those showing signs of compulsive or detrimental video game use), this may not be the case, and a number of theories hold deficiencies in socializing in real life as central to the development of this issue. In the present study, an online questionnaire completed by 416 participants assessed problematic video game use, extraversion, trait empathy, online and offline social capital and prosocial tendencies. Contrary to hypotheses, non-problematic, problematic and non-gamers did not differ in empathy, extraversion or prosocial tendencies. Problematic video game play was, however, associated with significantly higher online social capital and lower offline social capital whereas non-problematic players demonstrated only higher online capital than non-players. This highlights the importance of social support but suggests personality is not an influential factor. 相似文献
6.
Xiang Gong Kem Z.K. Zhang Christy M.K. Cheung Chongyang Chen Matthew K.O. Lee 《Information & Management》2019,56(6):103139
Drawing on dual-system theory, this study examines the role of desire for online group gaming in online social game addiction. By conducting a longitudinal online survey, we show that attitude, anticipated enjoyment, group norm, and social identity contribute to the development of desire for online group gaming. Such desire facilitates habit and self-regulation deficiency, which, in turn, fosters online social game addiction. This study contributes to the literature by theorizing a nomological network of desire for online group gaming on online social game addiction and by offering implications for managing addictive gaming. 相似文献
7.
Resistance to KMS (Knowledge Management Systems) is one of the major reasons frequently cited for the failure of knowledge management initiatives. Although prior studies have employed various theoretical perspectives to explain user resistance behavior, the research on the resistance to KMS has been lacking. Furthermore, extant studies on the resistance to information systems in an organization focus mainly on the mandatory use context. Considering that the adoption of or resistance to KMS is basically an individual decision and should be based on the employee's previous personal knowledge management practice, this research employs the status quo bias perspective to investigate the KMS resistance phenomenon. A survey was conducted in a large petrochemical enterprise in China at the initiative stage of a knowledge management project. The results indicate that loss aversion, transition costs and social norms have positive effects on KMS resistance intention. Meanwhile, inertia positively moderates the impact of status quo bias (i.e., loss aversion, transition costs and social norms) on KMS resistance intention. 相似文献
8.
Joël Billieux Martial Van der Linden Sophia Achab Yasser Khazaal Laura Paraskevopoulos Daniele Zullino Gabriel Thorens 《Computers in human behavior》2013
Massively multiplayer online role-playing games (MMORPGs) are video games in which players create an avatar that evolves and interacts with other avatars in a persistent virtual world. Motivations to play MMORPGs are heterogeneous (e.g. achievement, socialisation, immersion in virtual worlds). This study investigates in detail the relationships between self-reported motives and actual in-game behaviours. We recruited a sample of 690 World of Warcraft players (the most popular MMORPG) who agreed to have their avatar monitored for 8 months. Participants completed an initial online survey about their motives to play. Their actual in-game behaviours were measured through the game’s official database (the Armory website). Results showed specific associations between motives and in-game behaviours. Moreover, longitudinal analyses revealed that teamwork- and competition-oriented motives are the most accurate predictors of fast progression in the game. In addition, although specific associations exist between problematic use and certain motives (e.g. advancement, escapism), longitudinal analyses showed that high involvement in the game is not necessarily associated with a negative impact upon daily living. 相似文献
9.
Social networking sites (SNSs) are important tools for college students to maintain and develop social capital. Yet, few studies on the social implications of using SNSs have focused on international students and their use of different social media platforms for social capital. This study aims to fill this gap by examining the implications of using host country and home country SNSs for social capital among Chinese international students in the United States. A survey of Chinese international students at a large public university (N = 210) reveals that both Facebook and Renren use are positively associated with bridging social capital but not with bonding social capital. Facebook use has a stronger relationship with bridging social capital than does Renren use. Yet, only Renren use has a significant and positive relationship with maintaining home country social capital. These results have practical implications for international students to develop different types of social capital through different social media platforms. 相似文献
10.
From the perspective of self-determination theory, this study investigated the motivations for children’s Internet use by examining how basic psychological need satisfaction, perceived online and perceived in daily real life, affects children’s Internet use outcomes. A total of 637 elementary school students from China took participated in this study. The results from structural equation modeling showed that need satisfaction perceived online predicted higher levels of Internet use and more positive affect experienced online, whereas need satisfaction perceived in daily real life predicted less time spent online, less negative affect, and more positive affect. Both inherent properties of the experiences provided by the Internet and children’s social backgrounds contribute to Internet use outcomes. This study supports self-determination theory in explaining children’s Internet use motivations. Implications for efforts to encourage appropriate Internet use and directions for future research are discussed. 相似文献
11.
In this paper, we draw on an extended Uses and Gratifications Theory (UGT) to explore factors that affect members’ continued use intention toward Social Networking Sites (SNSs). We also theorize about the intricate relationships among a variety of UGT constructs. Further, we conduct this research in a global context by comparing SNS use in the United States and Taiwan. Empirical survey data are collected to validate the research model, and several intriguing findings are observed. Our research results indicate that four determinants, i.e., gratifications, perceived critical mass, subjective norms, and privacy concerns, influence SNS users’ continuance intention and that regional differences moderate the effects of both gratifications and privacy concerns on continuance intention. Our study makes noticeable contributions to the literature on UGT and SNSs. The findings reported also inform service providers in developing better strategies for member retention. 相似文献
12.
13.
The needs of volunteer community service providers (VCSPs), who are the main responders to community crises, have received significantly less attention for the contributions they have been making during the COVID-19 crisis. A mixed-method research framework was used in this study, which involved semi-structured interviews with 13 NGOs and questionnaire responses from 430 VCSPs in Hubei, China to assess the VCSPs' personal needs based on Maslow's hierarchy of needs. It was found that the VCSPs had safety, love, belonging, self-esteem, and self-actualization personal needs, all of which were closely related to family, partners, organizations, society and the government. The discussions revealed that the more experienced VCSPs needed special attention and family support was extremely significant for VCSPs in crisis. Several recommendations to meet VCSPs' personal needs are proposed that could have valuable reference value for emergency managers when organizing and supporting VCSPs in contingencies. 相似文献
14.
The present research investigated how individual, interpersonal, and cultural variables influence positive self-presentation in online social networking. In particular, we examined the role of self-consciousness, actual-to-total Friends ratio, and culture in positive self-presentation on Facebook. A cross-sectional survey was conducted with college-age participants in the United States (n = 183) and South Korea (n = 137). Results showed that self-consciousness (public vs. private) and actual-to-total Friends ratio were not significantly associated with positive self-presentation on Facebook; however, culture showed a statistically significant association with positive self-presentation on Facebook, with the U.S. participants engaging in positive self-presentation on Facebook to a greater extent than the South Korean participants. More interestingly, culture significantly moderated the relationship between public self-consciousness and positive self-presentation as well as the relationship between actual-to-total Friends ratio and positive self-presentation. Specifically, positive self-presentation showed a significant positive association with public self-consciousness and a significant negative association with actual-to-total Friends ratio only among the South Korean participants and not among the U.S. participants. Theoretical and practical implications for understanding cross-cultural differences in self-presentation behaviors on social network sites were discussed. 相似文献