互惠(文化人类学)
社会资本
功能可见性
社会心理学
心理学
互惠的
互惠规范
亲社会行为
认知心理学
社会学
语言学
社会科学
哲学
作者
Steffie Sofia Yeonjoo Kim,Ke M. Huang-Isherwood,Zheng Weiwei,Dmitri Williams
标识
DOI:10.1016/j.chb.2022.107291
摘要
In-game affordances that can encourage a positive community may be a means to avoid toxicity in massively multiplayer online games (MMOGs). Therefore, it is essential to investigate the affordances of a game design that can encourage prosocial behavior and positive outcomes among players. Drawing on play theories, affordance theory, and bounded generalized reciprocity theory, this study examined group play and its impact on in-game reciprocal behavior and subsequent social benefits (i.e., in-game social status, social capital) in a mobile MMOG, Sky: Children of the Light. A combination of cross-sectional survey data and six months of matched and anonymized preceding behavioral data ( N = 1,056) were used for path analysis. The results suggest that players who engaged in more group play than solo play during the previous six months exhibited more reciprocity, had higher social status, and reported higher social capital. In addition, players who were more reciprocal had higher bridging social capital and a higher social status. Moreover, reciprocity was a significant partial mediator of the relationship between group play and social status. Theoretical and practical implications of the findings are discussed. • This study analyzed a combination of survey and preceding behavioral data. • Group players are more reciprocal than solo players. • Group players have higher social status and social capital than solo players. • More reciprocal players have higher bridging social capital and social status. • Reciprocity partially mediates group play and social status.
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