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1.
While online game communities have been found to be useful for retaining gamers, the mechanism underlying this phenomenon is not fully understood. Knowledge about such mechanism enables managers of online games to effectively retain their customers. This study thus investigates how network convergence and interdependence—2 characteristics of online game social networks—fuel gamers' continuance intention. Social presence and social capital theories were used for developing the study hypotheses, and responses from 1,467 online gamers were used in the analysis. The findings indicate that both network convergence and interdependence are positively related to sense of community and relational switching cost (coefficients ranging from .20 to .50), which further contribute to gamer continuance intention (coefficients ranging from .13 to .72).  相似文献   

2.
Previous studies have established that online gamers favor online social activities, implying that gamer loyalty to a game may be associated with that of other gamers. However, exactly how gamer loyalty to a game depends on the presence of other gamers remains unknown. This study investigates relationships among gaming challenge, interdependence, and gamer loyalty. The study sample comprises 994 online gamers. Analytical results indicate that (1) gaming challenge is positively related to interdependence; (2) interdependence is positively related to gamer loyalty; and (3) gaming challenge is positively related to gamer loyalty. Results of this study provide game designers with further insight into how to strengthen gamer loyalty directly and indirectly by enhancing gamer‐gamer interdependence.  相似文献   

3.
This study aims to add to the discussion about the applicability of the classical deindividuation theory and social identity model of deindividuation effects (SIDE) in explaining online behaviours. It explores the effect of anonymity in facilitating social influence of group identity in online game cheating. A nationally representative survey was conducted face to face. Results from the survey administered in Singapore confirm predictions derived from the SIDE and challenge the classical deindividuation theory. Specifically, it was concluded that the frequency of gaming with online strangers (anonymous gaming) significantly predicted the frequency of cheating in online games. The effect of anonymity on game cheating was found to be significantly mediated by the group identification with online gaming communities/groups. Gender differences were found. Male gamers cheated more frequently than female gamers. Female gamers are more likely to cheat as a consequence of group identification than male gamers. Implications and future research are discussed.  相似文献   

4.
Although recent composition scholarship has focused on public writing and civic participation, classroom practices do not (yet) seem to match the theory. This trend should not indicate, though, that public writing is not being done—rather that we may have to look beyond the classroom to see our students participating in it. “Public Writing in Gaming Spaces” argues that the writing computer gamers do in and for their online communities is not only directed to clearly definable audiences and with specific purposes, but also has the potential to institute real, measurable change within gaming communities and the larger gaming industry. What is more, unlike conventional academic spaces and workspaces, the playspace in which gamers write is comprised of textual exchange that is self-motivated; the writers themselves collaboratively construct them. “Gamer-authors” ultimately discover that they are agents who have the power, through writing, to shape the electronic worlds—games and other online spaces—they regularly inhabit, putting into sharp relief how writing does, in fact, matter. It can institute change.  相似文献   

5.
The aims of this paper are to: (1) modify the theory of consumption values in order to investigate online game users’ perceived value of purchasable game items, and (2) develop a new construct – the “integrated value of purchasing game items” – based on the modified theory of consumption values. We found that the enjoyment, character competency, visual authority, and monetary values are appropriate for describing how online game users perceive the value of game items. Utilizing second order analysis, the “integrated value of purchasing game items” was developed. To show the validity of the new construct, we developed a research model and tested it using the results of 327 valid questionnaires. Results revealed that the new construct is statistically significant in affecting users’ intention to purchase game items.  相似文献   

6.
The alarming growth rate in the online game industry calls for a need of understanding the determinants of online gamers’ behaviour. Investigating how online gamers choose different online characters assists online game vendors to design characters that match the needs of different online gamers. Recently, numerous online game designers have introduced celebrity figures as characters for certain online games. The popularity of those celebrities has resulted in greater awareness of these games, and hopefully further increases the playability of online games. While different online gamers are motivated by different desires for playing, it is insufficiently researched whether these online celebrity characters have actually altered players’ choice in giving preference to these games. Thus, this study conducts an experimental design to study the reasons behind players’ choice of characters by studying how online games perceive the interpersonal attractiveness of celebrity online characters, and how online gamers with different playing motivations display different behaviours in their choice of online game characters. Results from the survey filled out by participants after the experiments show that the attractiveness of celebrity online characters is significantly higher than that of non-celebrity characters. Further, online game players with a social playing motivation tend to choose celebrities as their online game characters.  相似文献   

7.
World of Warcraft (WoW) is a popular Massively Multiplayer Online Role Playing Game (MMORPG) that requires gamers to play in one of two factions: the Horde or the Alliance. Although deemphasized in more recent versions of the game, the Horde has traditionally been considered the “evil” faction, whereas the Alliance has been considered the “good” faction. Researchers have identified differences between these two factions with respect to gameplay, although the mechanisms for these differences are unclear. The present study investigated whether faction-based differences extend to psychological traits and symptoms. The results indicated that members of the Horde obtained higher scores on measures of interpersonal dependency and three measures of problematic WoW use. Obsession with World of Warcraft was particularly salient in predicting faction membership, with higher scores on the obsession variable predicting membership to the Horde. Possible explanations for the observed differences are suggested, limitations are reviewed, and directions for future research are indicated.  相似文献   

8.
To date, there has been relatively little research comparing different types of online gamers. The main aim of this study was to provide robust benchmark data on different types of Massively Multiplayer Online Game (MMOG) players using a large sample of online gamers. An online survey was used to recruit 4,374 Hungarian online gamers from websites offering different types of MMOGs. In addition to sociodemographic characteristics, the study also collected data on gaming preference, amount of time spent gaming, amount of money spent on the game, and whether they played at an amateur or professional level. A latent profile analysis of gaming preferences differentiated between eight specific gamer types, of which four types emerged as clear categories, indicating clear preference for a specific type of game (role-playing games, first-person shooter games, real-time strategy games, and other games). Overall, 79% of gamers belonged to these four categories. First-person shooter gamers were almost exclusively male, younger aged, lower educated, and of lower socioeconomic status. Real-time strategy gamers were older. Female gamers were most likely to play “Other” games and/or role-playing games. In relation to time spent gaming, role-playing gamers appeared to be the most vulnerable. The results indicated that a significant number of gamers have clear gaming preferences, and these specific gaming types are associated with significant differences regarding sociodemographic and gaming characteristics of gamers.  相似文献   

9.
Online games have emerged as popular computer applications and gamer loyalty is vital to game providers, since online gamers frequently switch between games. Online gamers often participate in teams also. This study investigates whether and how team participation improves loyalty. We utilized a cross-sectional design and an online survey, with 546 valid responses from online game subjects. Confirmatory factor analysis was applied to assess measurement reliability and validity directly, and structural equation modeling was utilized to test our hypotheses. The results indicate that participation in teams motivates online gamers to adhere to team norms and satisfies their social needs, also enhancing their loyalty. The contribution of this research is the introduction of social norms to explain online gamer loyalty.  相似文献   

10.
Online gaming has gained millions of users around the globe, which have been shown to virtually connect, to befriend, and to accumulate online social capital. Today, as online gaming has become a major leisure time activity, it seems worthwhile asking for the underlying factors of online social capital acquisition and whether online social capital increases offline social support. In the present study, we proposed that the online game players’ physical and social proximity as well as their mutual familiarity influence bridging and bonding social capital. Physical proximity was predicted to positively influence bonding social capital online. Social proximity and familiarity were hypothesized to foster both online bridging and bonding social capital. Additionally, we hypothesized that both social capital dimensions are positively related to offline social support. The hypotheses were tested with regard to members of e-sports clans. In an online survey, participants (N = 811) were recruited via the online portal of the Electronic Sports League (ESL) in several countries. The data confirmed all hypotheses, with the path model exhibiting an excellent fit. The results complement existing research by showing that online gaming may result in strong social ties, if gamers engage in online activities that continue beyond the game and extend these with offline activities.  相似文献   

11.
Online game is the most popular entertainment application in the virtual world and online gamers demonstrate high attachment to playing online games. Previous studies have linked to the numerous negative outcomes in playing online games. The factors contribute to the negative consequences on using online game have been relatively neglected. The purpose of this study is to explore the impact of perceived risk, intangibility, gender and age (adolescent/adult) difference on online game playing consequences and intentions. Past usage frequency is also made to look into the influence additional purchase intention. A total of 1418 useful questionnaires (including 1018 from public interview and 400 from online questionnaire feedback) were collected for final data analysis. The results demonstrated the important roles that time risk, psychological risk, financial risk, physical intangibility, mental intangibility and generality play on the negative consequences associated with online game playing. The results also indicated that male and adolescent individuals spent much more time on online game and intented to act the entertainment more than females and adults did. Finally, past online game playing frequency was showed to be a positive predictor of future online game playing intention.  相似文献   

12.
Massive Multiplayer Online Role-Playing Games (MMORPGs), which allow simultaneous participation of several gamers, have attracted a great deal of attention recently. Since MMORPGs can be categorized as a type of online community, the behavior of MMORPGs users needs to be considered as the general behavior in online communities. However, previous studies of online communities did not pay enough attention to MMORPGs, in which users can express themselves by interacting actively through games and game avatars. Understanding the characteristics of MMORPGs as online game communities where users communicate and interact will allow games to be vitalized and users to be immersed in games in a more positive way. Hence, using self-presentation theory and social identity theory, this study examined the factors influencing self-presentation desire and the mediating role of self-presentation desire examined in terms of trust of and commitments to online game communities. The results showed that the interactivity in the spaces of MMORPGs had the biggest impacts on self-presentation desire; personal innovativeness and game design quality also was influential. The results also indicated that self-presentation desire caused trust of online games and eventually led to even stronger commitments to gamers.  相似文献   

13.
Falling in love with online games: The uses and gratifications perspective   总被引:1,自引:0,他引:1  
Playing online games is experience-oriented but few studies have explored the user’s initial (trial) reaction to game playing and how this further influences a player’s behavior. Drawing upon the Uses and Gratifications theory, we investigated players’ multiple gratifications for playing (i.e. achievement, enjoyment and social interaction) and their experience with the service mechanisms offered after they had played an online game. This study explores the important antecedents of players’ proactive “stickiness” to a specific online game and examines the relationships among these antecedents. The results show that both the gratifications and service mechanisms significantly affect a player’s continued motivation to play, which is crucial to a player’s proactive stickiness to an online game.  相似文献   

14.
We use ethnographic, interview, and survey data to examine problematic play within the popular online game, World of Warcraft, or ‘WoW’ for short. Research shows that players drawn to the interpersonal dimensions of online games are more prone to experience negative outcomes associated with their computer use. Our study suggests that it is not only whether online gamers seek meaningful social interactions that determine if WoW play becomes problematic, but exactly how players interact with others in online game-worlds. Specifically, levels of problematic WoW play depend on the extent gamers play with offline or ‘real-life’ friends and relations. Our survey data reveals both a direct relationship between playing WoW with offline friends and problematic online gaming and also an indirect one mediated by ‘immersion’ (defined as the extent that players feel like they are in a virtual world and in some cases actually their character). Interpreting these results through ethnographic and interview data, we suggest that playing WoW with real-life-friends allows gamers to transfer in-game accomplishments and experiences into offline social networks. Rather than competing and conflicting with the world outside of the game, WoW played in this way tends to enhance gamers’ offline lives. Further, by keeping gamers in touch with perspectives outside of WoW, playing with real-life-friends instills critical distance and greater awareness of how excessive play can damage offline commitments and relationships, allowing gamers to better monitor, evaluate, and ultimately regulate excessive game-play.  相似文献   

15.
Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies have been performed looking at motivations for playing computer games in a general context and in a Higher Education (HE) context. These studies did not focus on the differences in motivations between online and offline game players. Equally the studies did not look at the differences in motivations of people who prefer single player games and people who prefer multiplayer games. If games-based learning is to become a recognised teaching approach then such motivations for playing computer games must be better understood. This paper presents the combined analysis of three studies at HE level, performed over a four year period from 2005 to 2009. The paper focuses on differences of motivations in relation to single player/multiplayer preference and online/offline game participation. The study found that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general. Challenge is also the top ranking motivation for playing games in HE while fantasy and recognition are the lowest ranking motivations for playing games in HE. Multiplayer gamers derive more competition, cooperation, recognition, fantasy and curiosity from playing games and online gamers derive more challenge, cooperation, recognition and control from playing games. Multiplayer gamers and online gamers ranked competition, cooperation and recognition significantly more important for playing games in HE than single players and offline participants.  相似文献   

16.
The aim of this study was to identify, classify, and explain gamers’ perceptual experiences referred to as Visual Game Transfer Phenomena (VGTP) to contribute to the understanding of the effects of post-video-game playing and encourage healthy and safe gaming. A total of 656 experiences from 483 gamers were collected from 54 online gaming forums. The findings suggest that intensive playing can result in misperceptions and visual distortions of real-life objects and environments, stereotypical visual experiences that arise from mind visualization, and pseudo-hallucinatory experiences with video game content. Gamers’ experiences can be explained by the interplay of physiological, perceptual, and cognitive mechanisms. Observation of video game features suggests that in most cases a relationship between the games’ structural characteristics, gamers’ VGTP experiences, and gamers’ playing habits appeared relevant. VGTP can occur while gaming, immediately after stopping play, or after some delay. Further VGTP characteristics and their psychosocial implications are discussed.  相似文献   

17.
This study investigated the effects of positive interdependence and group processing on student achievement and attitude in online learning. Students in three university courses received initial instruction about teamwork skills and cooperative learning and were randomly assigned to one of three treatment groups in each course. The “positive interdependence” and the “group processing” groups received subsequent associated skills training. The “no structure” control group received no additional training. Following the treatment, the “positive interdependence” groups had significantly higher achievement than the “group processing” or the “no structure” groups. There was no significant difference among any of the three groups on student attitude.  相似文献   

18.
Our vision for the future of composition focuses on the “tube” and the culture inspired by online video sharing. Understanding composition in 2020 requires further theorizing about the participatory practices occurring in online video culture. Based on practices found on the platform YouTube, we turn to the term “tubing” to explain phenomena taking place there, and we put forward the concept of “participatory pedagogy” that we see emerging in 21st century classrooms. The ubiquitous and historically loaded “tube” (noun) and its YouTube-specific counterpart “tubing” (verb), explain many of the shifts taking place as acts of writing expand to include participation in online video sharing. Other scholars have forwarded the notion of “postpedagogy” (Vitanza, 1991; Davis, 2000; Arroyo, 2003, 2005; Rickert, 2007), which places a high value on invention, encourages the playful, yet serious linking of disparate historical figures, and opens up new pathways that we see as working in tandem with what George Siemens (2005) called a “pedagogy of participation,” an offshoot of what Henry Jenkins named “participatory culture” (2009). Using tubing as a guiding metaphor, we develop our version of “participatory pedagogy” for 2020 by focusing on the propagation of Internet memes and the inventional possibilities found in the everyday practices of video culture, which create an historical archive, an untapped repository of cultural patterns, and a light yet ruthlessly public demand for participation.  相似文献   

19.
People in stressful circumstances, such as serious health conditions, often turn to support groups. With the increase in the availability and popularity of the Internet, the possibility has arisen to join support groups online. Various authors have raised potential disadvantages of these groups, such as the lack of control of the quality of the information that is exchanged and the concern that the exchange within the group might include socially inappropriate remarks. In this study we explored to what extent these potential disadvantages actually occur. In addition, we explored who uses Dutch online support groups and what is exchanged by the participants. By means of “content analysis” we analyzed a random sample of 1500 messages from publicly available online support groups for patients with breast cancer, arthritis and fibromyalgia. It appeared that the online support groups under study were mainly used by female patients. A major part of the postings contained “off topic” remarks. Popular health related topics were “restrictions in daily life” and “regular medication”. Only in a minor proportion of the postings, potential disadvantages were present. Therefore this study suggests that online support groups are a viable option for support.  相似文献   

20.
Sexism toward women in online video game environments has become a pervasive and divisive issue in the gaming community. In this study, we sought to determine what personality traits, demographic variables, and levels of game play predicted sexist attitudes towards women who play video games. Male and female participants (N = 301) who were players of networked video games were invited to participate in an anonymous online survey. Social dominance orientation and conformity to some types of masculine norms (desire for power over women and the need for heterosexual self-presentation) predicted higher scores on the Video Game Sexism Scale (i.e., greater sexist beliefs about women and gaming). Implications for the social gaming environment and female gamers are discussed.  相似文献   

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