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Does the social platform established by MMORPGs build social and psychological capital?

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Abstract

Online social capital is a key topic, and numerous studies have examined various outcome variables of online social capital in game research. However, few studies have explored the relationship between online social capital and psychological capital in game research. Psychological capital is a valuable asset for individuals coping with psychological challenges associated with the COVID-19 pandemic. Thus, this study primarily explores the effect of online social capital (bonding and bridging) on the four dimensions of psychological capital (hope, optimism, self-efficacy, and resilience). Moreover, this study explores the effect of learning and online and offline social interactions on online social capital. An online questionnaire survey was administered to a sample of 548 massively multiplayer online role-playing games (MMORPGs) players. Structural equation modeling was applied to test the proposed model, and it reveals that all hypotheses are supported. The results indicate that learning and online and offline social interactions help players to establish online social capital, which in turn improves their psychological capital.

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... Note. ASD carried out in order to (a) better fit the context of specifically online or offline communities (Prochnow, Patterson, Hartnell, & Meyer, 2020), (b) measure constructs in specific games rather than in the general Internet or in real-life (Reer & Kramer, 2014), or (c) to improve clarity and comprehension (Hsu & Chang, 2022). ...
... However, this review's results show that the same does not apply to gaming communities. Online social interactions in MMORPGs were positively associated with online bridging and bonding ties (Hsu & Chang, 2022). Most players indicated growth in social circles as players in the communities extended real-life relationships online, met new people, formed close friendships, and even found life-long partners (Cole & Griffith, 2007;Williams et al., 2006). ...
... Both offline and online social interaction with the community strongly positively correlated with and helped in gaining bonding and bridging ties (Heng et al., 2021;Hsu & Chang, 2022). Joining game-related groups, engaging in clan/guild administrative activities, and participating in online events helped in social capital acquisition (Reer & Kramer, 2014). ...
Article
Recent technological advancements, increased access to gaming setups, and the emergence of free-to-play multiplayer games have contributed to a dramatic rise in the number of players gaming online and subsequently becoming a part of gaming communities. This systematic review explored the impact of being in an online gaming community on socio-relational outcomes, and variables that impacted the relation between gaming community membership and socio-relational outcomes. After screening PubMed, PsycINFO, Scopus, and Web of Science, 24 articles (15,451 players) were included. Results showed a predominantly positive influence of community membership on socio-relational outcomes of friendship, social skills, and social capital. Community-related variables (community size, social interaction, aim of community formation) and game characteristics that interacted with the gaming community (collective play, cooperation, learning to achieve game objectives) impacted the relationship between community membership and social capital. For some players, however, online social capital increased at the expense of offline social capital.
... Thus, people were drawn to online platforms, like online games, increasing their normal usage. Furthermore, the interaction with other players in a virtual world helps them alleviate the stress and loneliness [58]. Similarly, gamers who suffered from emotional distress due to the pandemic crisis increased their emotional engagement in online games [59]. ...
... In this manner, the participants were able to respond with their level of agreement with the item, being (1) "strongly disagree" and (9) "strongly agree". Several studies that applied the SCT used the Likert scale to measure their constructs [20,27,30,41,50,58,59,62]. ...
Article
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Online gamers have increased exponentially in the last few years in all types of online games, including mind-sport games. These games, like Bridge or Chess, have been traditionally played face-to-face. Nowadays more and more players prefer to use online platforms to play mind-sport games. Previous studies have investigated different aspects of online games and even a few on mind-sport games. However, the frameworks WOM (Word-of-Mouth) and SCT (Social Cognitive Theory) have been sparsely used in this context. In this manner, the present article proposes two objectives: (1) using the SCT in order to analyse the impact of the sociological factor on user engagement in mind-sport online games and (2) analysing how the WOM affects user engagement in mind-sport online games. Specifically, the proposed PLS-SEM model is defined by combining five constructs from these frameworks: (1) health consciousness, (2) WOM and emotional behaviour, (3) self-efficacy, (4) cognitive engagement, and (5) behavioural intention. The findings reveal that health consciousness affects WOM and emotional behaviour in a positive way as players desire well-being. Also, WOM and emotional behaviour affect cognitive engagement, as positive comments encourage high-skill gamers in mind sports. Finally, this study shows how the environmental factor of SCT is represented by WOM and emotional behaviour in an indirect way and the personal factor represented by self-efficacy in a direct way to positively influence behaviour intention.
... Ce potentiel social du jeu en ligne a été mis en évidence notamment durant la période de confinement, au coeur de la crise du COVID-19 : le jeu vidéo est devenu un moyen de communication à part entière, permettant à des amis séparés physiquement d'effectuer des activités ensemble. L'initiative #PlayApartTogether (« jouer ensemble à distance ») est ainsi soutenue par l'OMS dans ce contexte (Lesimple et al., 2022), et les jeux offrant des modes multijoueurs en réseau comme « Animal Crossing : New Horizons » sont pris d'assaut par les jeunes isolés, avec des effets positifs rapportés par les consommateurs (Hsu & Chang, 2022 ;Krittanawong et al., 2022 (Gentile et al., 2009 ;Lesimple et al., 2022), ainsi qu'une réduction des cognitions antisociales (Greitemeyer & Osswald, 2009). Les comportements prosociaux correspondent aux « comportements humains volontaires dirigés vers autrui dans une logique d'entraide, et dans le but d'apporter de la joie, du bien-être physique et psychologique ou du réconfort » (Lesimple et al., 2022). ...
... Les jeux actifs, non contents de limiter la dégradation des fonctions cognitives chez les publics atteints de maladies neuro-évolutives, entraîneraient également une diminution de leurs symptômes dépressifs (Saragih, Everard & Lee, 2022). Durant la pandémie, les jeux en ligne ont été majoritairement perçus comme apaisants par les jeunes adultes, qui ont remarqué des améliorations au niveau de leur anxiété liée à la situation de crise (Hsu & Chang, 2022 ;Krittanawong et al., 2022). Une étude réalisée dans ce contexte a même permis de dégager une légère corrélation positive entre la durée de jeu et le bien-être des consommateurs adultes (Johannes, Vuorre & Przybylski, 2021). ...
Thesis
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L’état actuel de la recherche sur les effets des jeux vidéo a de quoi donner le vertige. D’un côté, un courant historiquement prévalent dénonce leurs effets supposés sur les comportements et affects agressifs des consommateurs ; de l’autre, une littérature émergente vante haut et fort leurs mérites pour les fonctions cognitives, à coup de programmes d’entraînement cérébral et de jeux éducatifs. Comment s’y retrouver à travers ces conclusions en apparence paradoxales ? Ce mémoire se propose d’éclairer la question, à travers l’étude des contributions de la psychologie cognitive dans une approche lifespan, de la psychologie sociale et de la psychopathologie. La confrontation des deux pans de la recherche sur les jeux vidéo met en évidence l’existence de bénéfices aussi bien pour le fonctionnement cognitif que pour la socialisation, avec des risques présents mais maîtrisables. Une éducation des usagers apparaît aujourd’hui nécessaire et devrait être intégrée dans les politiques contemporaines.
... The finding, in line with previous research, shows that gaming disorder for children has a severe impact in several aspects [18], [19], [12] including consumption addiction. ...
... Gaming disorders for children have a severe impact in several aspects [18], [19], [12], including consumption resistance. ...
Article
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The current development of online gaming technology can facilitate social interaction, forming a virtual society. This social interaction is continued with economic interaction, namely the consumption of online games. This research uses a multidisciplinary approach to understand consumption behavior in online games. The research takes place in Jakarta, Indonesia, and interviews three key opinion leaders in online game communities. This is qualitative research using grounded theory. The results show that microtransactions in online games are driven by the influence of structural and cultural dimensions in a virtual society, in this case, online games. In the context of virtual society, structural dimensions of pressure are found in the form of exploitation by developers and communities. However, online players resist and reconfirm these structural and cultural pressures, such as stopping consumption. So, there is duality in the social structure of virtual society. This adds new perspectives to existing research more concerned with monetization strategy.
... We used structural equation modeling (SEM), which is a recommended method (Balakrishnan & Griffiths, 2018;Hong et al., 2022;Hsu & Chang, 2022), to test our hypotheses. SEM has been recommended because it can simultaneously assess measurement error and test all the hypothesized relations (Gefen et al., 2011;Iacobucci, 2009). ...
... We are aware that the research context (LoL) may exhibit some differences from other research contexts (for instance, massively multiplayer online-role playing games, MMORPGs). In MMORPGs, social capital is important for players' competition (Hsu & Chang, 2022). Hence, MMORPGs are characterized by interplayer competition. ...
... There is also a lack of empirical research applicable to the current pandemic situation, and that sheds light on the results of online interactions in specific contexts. For example, prior studies have discovered the influence of the use of emails and phones [11], SNSs [13], or massive multiplayer online role-playing (MMORPG) games [14] on individuals' well-being or belongingness during COVID- 19. Nevertheless, few studies have investigated the influence of diverse online interactions within celebrity fan communities on the mental well-being of fans. ...
... Yang and Shim [30] concentrate on the relationship between the quality and depth of interactive communication in fan communities and SOVC, discovering that active online interaction on Weibo positively influences the forming of a cohesive fan community. Thus, if a fan's intensity of interaction grows, a feeling of bonding or emotional attachment to the affiliated virtual community and its members may also increase [14,16,81]. ...
Article
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Activities in the digital economy driven by information technology have rapidly increased in scope and speed in the aftermath of COVID-19. Meanwhile, social isolation accelerated by quarantine measures has increased concerns about individuals’ mental health. However, little is known about the specific consequences of online interactions, especially when applied in online fan community-based relationships. Therefore, we examined the impact of loneliness in the context of COVID-19 on online interaction with other fans and parasocial relationships with celebrities on the Weverse platform. We also examined how these interactions influence mental well-being and the sense of virtual community. With 202 valid data samples acquired from global BTS fandom, this study conducted a partial least squares–structural equation modeling analysis. The empirical results demonstrate a significant positive relationship between loneliness and the extent of online interaction, while no significant impact on parasocial relationships was observed. Both online interaction and parasocial relationships were found to enhance both well-being and SOVC. However, these results were observed to differ between Weverse paid subscribers and free users.
... Hope is de ined as having a hopeful view and the conviction that one's efforts can result in desired results. It entails establishing objectives, creating plans to reach them, and keeping up the drive to pursue them despite dif iculties or failures (Hsu and Chang, 2022). The propensity to anticipate favourable results and see setbacks as transitory and speci ic is optimism. ...
... As a personal tool, psychological capital assists users in managing stress, improving their wellbeing, and preserving good mental health. Hsu and Chang (2022) investigated psychological capital function in promoting constructive organisational change. It was discovered that workers with greater psychological capital levels reported feeling happier and more emotionally stable, which in turn affected their attitudes and behaviours towards supporting organisational change. ...
Article
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This study aims to explore the associations between psychological capital, mental health, stressors related to challenges and obstacles, and psychological well-being among Jordanian university teachers and employees. Using convenience and snowball sampling technique 390 people made up the research sample, and SMARTPLS was used to collect data using a cross-sectional quantitative approach. The goal of the study was to investigate how these characteristics affected the psychological health of university academics and staff as well as how psychological capital in􀅫 luenced this relationship. The study's conclusions show that psychological capital, mental health, and stressors related to dif􀅫 iculties and challenges have a substantial impact on the psychological well-being of academics and staff at Jordanian universities. The􀅫 indings emphasise the signi􀅫 icance of addressing mental health issues and workplace pressures in order to increase the wellbeing of those who work in this academic environment. The study also shows that the association between challengeand hindrance stressors and psychological well-being is mediated by mental health, indicating that treating mental health problems is essential for improving overall well-being, particularly in the context of stressors related to the workplace. In the unique context of Jordanian universities, these􀅫 findings help to clarify the interactions between psychological capital, mental health, challenge-and-hindrance stresses, and psychological well-being. The study brings several key theoretical insights which are incremental to literature in the􀅫 ield. The􀅫 findings have implications for improving …
... Hope is de ined as having a hopeful view and the conviction that one's efforts can result in desired results. It entails establishing objectives, creating plans to reach them, and keeping up the drive to pursue them despite dif iculties or failures (Hsu and Chang, 2022). The propensity to anticipate favourable results and see setbacks as transitory and speci ic is optimism. ...
... As a personal tool, psychological capital assists users in managing stress, improving their wellbeing, and preserving good mental health. Hsu and Chang (2022) investigated psychological capital function in promoting constructive organisational change. It was discovered that workers with greater psychological capital levels reported feeling happier and more emotionally stable, which in turn affected their attitudes and behaviours towards supporting organisational change. ...
... Social capital refers to assets gained through membership in networks (Bourdieu, 1980). Social capital can be decomposed into bonding social capital and bridging social capital (Ellison et al., 2007;Hsu & Chang, 2022;Kim et al., 2022). Bonding social capital refers to the interpersonal links among individuals who share close relationships and emotional support (e.g., family members and close friends). ...
... On the other hand, bridging social capital represents "weak ties" among individuals who can provide useful information and novel viewpoints for one another (Ellison et al., 2007;Granovetter, 1973), not necessarily emotional support. These two dimensions of social capital (bonding and bridging) could generate positive gameplay outcomes (Hsu & Chang, 2022). Positive outcomes could enhance gamer loyalty . ...
... These measures aim to enhance staff members' understanding of and commitment to sustainable behavior, aligning their actions with the company's environmental objectives. The term encompasses how organizations integrate environmental sustainability principles into their human resource management plans and operations (Hsu & Chang, 2022), fostering a culture of sustainability and environmental responsibility by coordinating employee behavior with the company's environmental aims (Sule & Omoankhanle, 2022). Organizations may give preference to employees with suitable environmental knowledge, abilities, and experience, ensuring that new hires are committed to sustainability and can support the company's green objectives (Habeeb et al., 2020;Manase & Omondi, 2019). ...
Article
This quantitative study explores the moderating influence of organizational secrecy and digital innovation on knowledge sharing and knowledge hiding within IT departments of French SMEs, employing the Social Exchange Theory as a theoretical framework. A sample comprising 300 employees from IT departments in French SMEs was gathered for a longitudinal research design, with data collection facilitated through snowball sampling. Smart PLS was employed to analyze survey data at two distinct time intervals. In Time 1, demographic information and organizational secrecy were assessed, while Time 2 focused on measuring knowledge hiding, knowledge sharing, and digital innovation one month later. The results reveal organizational secrecy's significant impact on knowledge sharing and knowledge hiding. The Social Exchange Theory plays a moderating role in the relationship between organizational secrecy and knowledge hiding, as well as in the relationship between digital innovation and knowledge sharing. This study sheds light on how organizational culture and innovation can influence knowledge sharing and knowledge hiding among employees in IT departments of French SMEs, offering practical insights for managers aiming to cultivate a culture of knowledge sharing and collaboration. Future research can delve into identifying the most effective digital tools and platforms for facilitating knowledge sharing and collaboration within IT departments of French SMEs.
... These measures aim to enhance staff members' understanding of and commitment to sustainable behavior, aligning their actions with the company's environmental objectives. The term encompasses how organizations integrate environmental sustainability principles into their human resource management plans and operations (Hsu & Chang, 2022), fostering a culture of sustainability and environmental responsibility by coordinating employee behavior with the company's environmental aims (Sule & Omoankhanle, 2022). Organizations may give preference to employees with suitable environmental knowledge, abilities, and experience, ensuring that new hires are committed to sustainability and can support the company's green objectives (Habeeb et al., 2020;Manase & Omondi, 2019). ...
Article
This study investigates the prevalence of the ability-motivation-opportunity (AMO) theory, creative work practices, a moderated mediation model of green innovation, organizational support, and green human resource practices in Hungarian automotive enterprises. Data collection involved a questionnaire and a sample of 320 managers from diverse automotive companies surveyed using a quantitative research approach. The results indicate the prominence of these variables within the Hungarian automotive industry, emphasizing the pivotal role of integrating green innovation, organizational support, and Green HR practices to cultivate a culture of sustainability and innovation. Nevertheless, the study acknowledges limitations, such as its cross-sectional design, use of self-report measures, and limited generalizability. To address these constraints, future research could employ longitudinal designs, larger sample sizes, and a mixed-methods approach to scrutinize relationships further and explore additional variables.
... The community forms an ensemble that frames the player's gaming experience by diffusing a stable and lasting social setting (Ducheneaut et al., 2007). According to Hsu and Chang (2022), the quality of interactions between players influences the social capital to which they belong. The more fluid and realistic the interactions, the stronger the bonds between players. ...
Article
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Virtual reality is transforming people's behaviour in new online multiplayer games. However, the question of how this technology influences players virtual object purchasing behaviour remains open. To answer this question, this research mobilises the theory of embodiment, the theory of community commitment and the sense of social belonging to explain the behaviour of the embodied gamer. Using a sample of 567 players of massively multiplayer online role-playing games in virtual reality, our study establishes conclusive evidence that player embodiment influences player purchase behaviour. Furthermore, our results reveal the presence of a mediating effect between embodiment and the purchase of virtual objects. In other words, players buy virtual objects because embodiment reinforces their commitment and their sense of belonging to their community. Clearly, this research is the first to propose this model in the field of online multiplayer games. Professionals should exploit these groundbreaking results and democratise virtual reality in games. In addition, it is important that the virtual interfaces deployed in games are more engaging, personalised and community-based.
... Many teens have used technology to build resilience through staying connected with friends and family, and some have even reported feeling closer to their family members during the pandemic (Ellis et al., 2020;Fish et al., 2020). Relatedly, recent literature has highlighted the numerous methods leveraged by teenagers in building relationships across online spaces such as music collaboration (Crooke et al., 2021), political engagement with Black Lives Matter (Estellés et al., 2022;Bishop et al., 2022), civic engagement (Mohamad, 2020), and online gaming (Hsu & Chang, 2022). ...
Article
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The COVID-19 pandemic was characterized by loneliness, especially among teenagers. This study explored the coping mechanisms, activities, challenges, places visited, and sources of support that predicted teenagers feeling connected to others during COVID-19. Data come from surveys administered in the United States and Canada in summer 2022. Multivariate logistic regression showed that producing personal protective equipment, supporting siblings, getting involved in the local community, becoming more politically active, and taking language classes were positively associated with connectedness. In addition, teens in Canada were more likely to feel connected to others than teens in the United States. These findings can inform policies to enhance resilience in teenagers during protracted crises.
... The need for more social resources may lead to adversity and result in a low level of PsyCap in employees. Hsu et al. 60,61 reported that supportive environment positively impacted PsyCap. SR moderated the impact of PsyCap on WE suggesting that workers with good SR are better engaged in their workplace. ...
Article
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Background Employees are the real capital of any organisation, and to keep the employees productive and functional, employers need to focus on the psychological capital and social relationship of the employees to keep them engaged in their work. This study examined the emerging field of constructs of psychological and social capital to examine Indian employee’s behaviour. Purpose The purpose of this study is to examine a comprehensive model of the relationship between employees’ psychological capital and work engagement. Furthermore, it examines the moderating effect of social relationships between them. Methods This is a primary survey conducted mainly on the manufacturing industry. A sample of 375 mid- and senior-level executives of different age groups was considered in the study from India’s public and private manufacturing sectors administering a questionnaire survey. A random sampling technique was used for data collection. This study applied SPSS and Amos software to validate the measurement model. Results The results indicate a significant correlation among PsyCap, work engagement, and social relationships. PsyCap and social relationships are positively connected to work engagement. Thus, these results provide preliminary support for our hypotheses. The finding suggests that psychological capital and social relationships positively influence work engagement, and social relationships moderate the association between positive psychological capital and work engagement. It helps employees get better engaged at work. Conclusion Organisations must develop psychological capital to provide resources to employees and share a supportive relationship. Developing and maintaining a supportive relationship for employees and employers is important. In the future, both qualitative research methods and longitudinal data from other sectors can be used to understand the interplay between social and psychological capital for enhancing work engagement. Developing and cultivating positive social relations can help employees utilise their psychological strength to better engage in work.
... Online games have become widely accepted technology applications for hedonic use. Gamers can interact with others through online gameplay [26], forming communities that are influential to gameplay decisions [24]. For instance, Bahamut is a popular game community platform with more than two million members in Taiwan [17], indicating that gamers form strong online gaming communities, or groups of players. ...
... Online games have become widely accepted technology applications for hedonic use. Gamers can interact with others through online gameplay [26], forming communities that are influential to gameplay decisions [24]. For instance, Bahamut is a popular game community platform with more than two million members in Taiwan [17], indicating that gamers form strong online gaming communities, or groups of players. ...
... Subsequently, psychological capital was expanded and generally defined as: the general level of positive energy internal factors, whose specific performance is a kind of state suitable for the specified standards, which has great advantages over other capital. This is the core definition to integrate this state into a higher level (Ngoma and Dithan Ntale, 2016;Hsu & Chang, 2022). ...
Article
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Psychological capital refers to a state of positive energy displayed in the heart of an individual in the process of self-growth and comprehensive and healthy development. Many scholars at home and abroad have found through research that psychological capital, as a positive psychological state, plays a significant positive role in evaluating and regulating college students in many aspects, such as academic performance, interpersonal relationships, stress relief, mental health, etc. Based on this, the article aims to draw on the current relatively mature research results of psychological capital theory, and deeply and systematically analyzes and discusses these research results, so as to provide valuable conclusions for the in-depth study of psychological capital theory in the field of college education. To meet that aim, a range of general methods including, descriptive, observational , literature review analysis are utilized. Given the results, in higher education, the application of psychological capital theory is still in the initial exploration period, and it needs to be explored comprehensively and deeply to make it continuously perfect.
... The use of video media for social interaction, the combination of video background music and editing techniques can effectively convey the thoughts and emotions (Farivar et al., 2021), which are characteristics that text and pictures lack. This is one of the characteristics of video interaction superior to other social interaction on the Internet (Hsu and Chang, 2022). The audience can feel the host's smile and every sentence and speech during the live broadcast. ...
Article
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An online platform is a setting where users may express their attitude in text or visual content. The doctrine thinking in consumer psychology is that greater perceived product value (e.g., more product features or lower price) gives more positive consumer attitude. Because of different types of platforms, however, online users might form their product/brand attitudes in different ways. We gathered 7,264 lines of online reviews about two famous brands on two types of social media platforms: online text-based forums and live-streaming platforms. The data were collected through a web crawler, and semantic analysis was employed to process the data before hypothesis testing. The findings of this study indicate that users’ perception of product features, price levels and brand culture significantly influence user attitude. The more product characteristics communicated on online platforms, the more difficult to formulate a positive user attitude, and users tend to have more positive attitude with higher perceived price. Compared with traditional text-based platforms, contents in live-streaming platforms (e.g., Tik Tok) with less product features, wider culture distance and lower perceived price are favored among users.
... fostering self-efficacy, which predicts behavioral intention (Cheung & Lee, 2012). The reason is that the goal-setting process is closely related to hope (Hsu & Chang, 2022). Accordingly, gamers can expect (or hope) their gaming skills to be advanced in the future, i.e., expectancy for skill growth. ...
Article
Players' game commitment is relevant and important to game makers. Hence, we need to know how to strengthen players’ game commitment. The literature pointed out that two theories (flow theory and goal gradient theory) may be effective perspectives. However, we do not know how to trigger both theoretical pathways, indicating a gap. Hence, the aim of this study is to address this gap by proposing a new construct: expectancy for skill growth. We used a survey method to collect data from 1320 gamers. The structural equation modeling method was used to test the hypotheses. We found that the new construct enhances in-game flow, gaming goal proximity, and motivation to attain gaming goals, strengthening game commitment. The key interpretation is that the new construct can trigger both theoretical pathways, strengthening game commitment.
... Bu durum Metaverse platformlarının temel olgularından biri olarak kabul edilen Avatar kavramının ortaya çıkmasına neden olmuştur (Kostenko, 2022). Bilgisayar teknolojileri aracılığıyla kişiselleştirilen genel grafiksel tasarımlar şeklinde ifade edilen Avatar kavramı, Metaverse platformlarında kullanıcılar tarafından oluşturulan, kişiselleştirilebilen ve kullanıcının varlığını simgeleyen dijital temsiller olarak da tanımlanmaktadır (Korkeila ve Hamari, 2020;Hsu ve Chang, 2022). Avatarlar, çevrimiçi bir sohbetteki küçük hareketsiz bir resimden, bir video oyunu, sosyal medya mecraları veya Metaverse platformlarındaki 3D etkileşimli bir karaktere kadar farklı bağlam ve durumlarda kullanılabilmektedir (Lin ve Wang, 2014;Cranmer, vd., 2021;Szolin, vd., 2022). ...
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İçinde bulunduğumuz yüzyılın trendleri arasında ön plana çıkan dijital pazarlama faaliyetleri, firmaların rekabet düzeyini artırmaktadır. Yaşanan teknolojik gelişmelere paralel olarak firmaların dijital pazarlama faaliyetlerine katılım düzeyleri ise, rakiplerine göre avantaj sağlamaları ve yüksek getiri oranlarına sahip olmaları açısından oldukça önemli görülmektedir. Bu çalışmanın amacı; seçilen Metaverse platformlarının, pazarlama karması bileşenlerine (ürün, fiyat, yer ve tutundurma) uygun olarak belirlenen kriterler aracılığıyla dijital pazarlama yeteneklerinin incelenmesidir. Analizler, Entropi ve CoCoSo yöntemleri kullanılarak yapılmıştır. Çalışmada, “Binance” ve “Intotheblock” platformlarındaki Metaverse’lere ait kriterler (toplam arz, sosyal medya, birim fiyat, piyasa değeri, ortalama işlem adedi, ortama adres sayısı, ortalama sahiplik süresi, küçük yatırımcı yüzdesi) Entropi yöntemiyle ağırlıklandırılmıştır. CoCoSo yöntemiyle elde edilen sonuçlara göre, Metaverse platformlarının başarı sıralaması “MANA, SAND, AXS, GHST, ALICE, SLP ve ILV” şeklinde gerçekleşmiştir. Ayrıca, pazarlama karması bağlamında çok kriterli karar verme yöntemlerinin, Metaverse platformlarına ait dijital pazarlama performans değerlendirilmesinde kullanılabileceği sonucuna ulaşılmıştır. Bunların yanı sıra çalışmada, pazarlama başarısının ölçülmesinde literatürde yoğun olarak kullanılan anketlere ek olarak çok kriterli karar verme yöntemleriyle de başarılı sonuçlar elde edilebileceği ortaya konulmuştur.
... Bu durum Metaverse platformlarının temel olgularından biri olarak kabul edilen Avatar kavramının ortaya çıkmasına neden olmuştur (Kostenko, 2022). Bilgisayar teknolojileri aracılığıyla kişiselleştirilen genel grafiksel tasarımlar şeklinde ifade edilen Avatar kavramı, Metaverse platformlarında kullanıcılar tarafından oluşturulan, kişiselleştirilebilen ve kullanıcının varlığını simgeleyen dijital temsiller olarak da tanımlanmaktadır (Korkeila ve Hamari, 2020;Hsu ve Chang, 2022). Avatarlar, çevrimiçi bir sohbetteki küçük hareketsiz bir resimden, bir video oyunu, sosyal medya mecraları veya Metaverse platformlarındaki 3D etkileşimli bir karaktere kadar farklı bağlam ve durumlarda kullanılabilmektedir (Lin ve Wang, 2014;Cranmer, vd., 2021;Szolin, vd., 2022). ...
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... For example, Chiu et al. (2006) extended Nahapiet and Ghoshal's (1998) social capital conceptualization to study its dimensions in the context of virtual communities. More recently, researchers have investigated the role of new platforms such as massive, multiplayer, online role-playing games in building social capital (Hsu and Chang, 2022); how social capital mediates political engagement in social media platforms (Guo and Chen, 2022); and the role of conversational artificial intelligence in social capital (Ng, 2022). ...
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During the first half of 2020, the lives of people around the world abruptly changed due to COVID-19. Data visualisations and models related to the spread of the disease became ubiquitous. In this paper, we survey 25 different data analytics dashboards, highlight the modelling approach taken by each, and develop a multi-attribute utility theory model to assess their effectiveness in communicating key features that explain the spread of infectious disease. We show that the dashboards that feature dimensions that span the categories associated with compartmental epidemiology models tend to be relatively robust data visualisations, and we highlight that information systems need to be improved to include data on actions to reduce the spread of the disease. We analyse the actions taken by countries around the world and show that when governments employ strict measures early, particularly those that enforce social distancing and include widespread testing and comprehensive contact tracing, they are more likely to experience better outcomes. Recommendations for how countries should respond in future pandemics are detailed.
Article
Purpose Growing evidence asserts that individuals are inclined to buy impulsively in the social commerce environment due to interactive elements. However, extant literature does not reveal the influence of emerging digital celebrities and their communities on impulse buying, although users may encounter them synchronously. Hence, this study explores the impact of parasocial relationships and social climate on impulse buying following the stimulus–organism–response framework with the incorporation of the urge to buy. Besides, this research investigates the role of hedonic and utility gratification-seeking behavior in parasocial relationships following uses and gratifications theory (UGT). Design/methodology/approach An empirical research study was conducted on Facebook, and data were collected from Pakistani users who followed digital celebrities. Partial least squares structural equation modeling (PLS-SEM) approach was employed to analyze the valid data of 231 respondents. Findings The results indicate that integrated constructs significantly influence impulse buying with complementary partial mediation of urge to buy. Besides, social climate significantly interacts the relationship of parasocial relationships and impulse buying. Further, passing time, enjoyment and information seeking has a significant impact on parasocial relationships, except for self-presentation. Originality/value This research provides key knowledge to comprehend the overall phenomenon of emerging digital celebrities through the integration of their parasocial relationships and the social climate of their communities, with potential intervening and interaction effects. This study also unveils the role of gratifications in building digital celebrities' parasocial relationships.
Article
Multiple lines of evidence indicate that the COVID-19 pandemic has profound psychological and social effects. The psychological sequelae of the pandemic will probably persist for months and years to come. Studies indicate that the COVID-19 pandemic is associated with distress, anxiety, fear of contagion, depression, and insomnia in the general population and among health care professionals. Social isolation, anxiety, fear of contagion, uncertainty, chronic stress, and economic difficulties may lead to the development or exacerbation of depressive, anxiety, substance use, and other psychiatric disorders in vulnerable populations including individuals with pre-existing psychiatric disorders and people who reside in high COVID-19 prevalence areas. Stress-related psychiatric conditions including mood and substance use disorders are associated with suicidal behavior. COVID-19 survivors may also be at elevated suicide risk. The COVID-19 crisis may increase suicide rates during and after the pandemic. Mental health consequences of the COVID-19 crisis including suicidal behavior are likely to be present for a long time and peak later than the actual pandemic. To reduce suicides during the COVID-19 crisis it is imperative to decrease stress, anxiety, fears and loneliness in the general population. There should be traditional and social media campaigns to promote mental health and reduce distress. Active outreach is necessary, especially for people with a history of psychiatric disorders, COVID-19 survivors, and older adults. Research studies are needed of how mental health consequences can be mitigated during and after the COVID-19 pandemic.
Article
Digital game-based learning (DGBL) includes various features. On the other hand, diversities exist among learners. Accordingly, each learner may appreciate different game features. Thus, there is a need to examine how individual differences affect learners' reactions to DGBL. Among various individual differences, the levels of gaming experience, which are associated with playing skills, have important effects. Thus, this study developed a Massively Multiplayer Online Role-Playing Game (MMORPG)-based English learning environment and investigated how the levels of gaming experience affected learners' reactions to the developed MMORPG. A total of 45 sixth graders from an elementary school in northern Taiwan participated in this study and they were divided into high gaming-experience learners (HGEL) and low gaming-experience learners (LGEL) based on the participants' responses to a prior gaming experience questionnaire. A mixed method was employed to analyze both learners' quantitative log data and qualitative interview responses. The results from quantitative log data showed that the HGEL had better game achievement and higher game socialization than the LGEL, especially in terms of buying items, chatting, and teaming up with friends. Conversely, the LGEL needed more in-game assistance than the HGEL, especially for checking the task list and route map. The results from qualitative interview responses showed that the HGEL skipped most of the learning content while the LGEL paid full attention to the learning content. These findings demonstrate the understandings of the effects of individual differences, especially the levels of gaming experience, on learners’ reactions to DGBL. Based on such findings, we contribute to developing a framework and several design solutions, which can be used to implement personalized DGBL to accommodate the needs of learners with different levels of gaming experience.
Article
The COVID-19 pandemic is considered as the most crucial global health calamity of the century and the greatest challenge that the humankind faced since the 2nd World War. In December 2019, a new infectious respiratory disease emerged in Wuhan, Hubei province, China and was named by the World Health Organization as COVID-19 (coronavirus disease 2019). A new class of corona virus, known as SARS-CoV-2 (severe acute respiratory syndrome coronavirus 2) has been found to be responsible for occurrence of this disease. As far as the history of human civilization is concerned there are instances of severe outbreaks of diseases caused by a number of viruses. According to the report of the World Health Organization (WHO as of April 18 2020), the current outbreak of COVID-19, has affected over 2164111 people and killed more than 146,198 people in more than 200 countries throughout the world. Till now there is no report of any clinically approved antiviral drugs or vaccines that are effective against COVID-19. It has rapidly spread around the world, posing enormous health, economic, environmental and social challenges to the entire human population. The coronavirus outbreak is severely disrupting the global economy. Almost all the nations are struggling to slow down the transmission of the disease by testing & treating patients, quarantining suspected persons through contact tracing, restricting large gatherings, maintaining complete or partial lock down etc. This paper describes the impact of COVID-19 on society and global environment, and the possible ways in which the disease can be controlled has also been discussed therein.
Article
Although extensive studies have focused on the impact of different corporate social responsibility (CSR) activities on environmental sustainability, few studies investigated the effects of CSR activities on environmentally sustainable development and green innovation. Yet, as a determinant of environmental strategies, green innovation haven’t received much attention. Therefore, this study explored how different CSR dimensions impacts on environmentally sustainable development and further on green innovation. Data were collected from 282 respondents belonging to the manufacturing industries of Pakistan from January 2019 to April 2019; and analyzed by adopting methods of partial least squares structural equation modeling (PLS-SEM) and grey relational analysis. As per study results, all dimensions of CSR were found positively significant towards environmentally sustainable development. Further, the environmentally sustainable development positively enhances green innovation. This research employed an innovative attempt to evaluate the ranking of these constructs by using grey relational analysis whereby it was found that CSR to environment had a stronger effect, whereas CSR to consumer had a weaker impact on environmentally sustainable development. The research findings suggest that CSR activities should be embedded in the organizational environmental strategies for green innovation, as all CSR dimensions had positive relations with environmentally sustainable development.
Article
Increasingly individuals interact with one another through information and communication technologies in virtual teams. Leveraging the resource-based view of the firm and social capital theory, we examine how a team member’s social capital (a resource) affects the team member’s perception of the quality of knowledge shared within the team (a capability) and the benefits to the individual team member (an outcome). Using the context of massively multiplayer online role-playing games, we find that within virtual teams, relational and cognitive social capital contribute to knowledge quality, which in turn positively benefits the outcomes of individual team members.
Article
Social commerce has altered the consumption experience due to various interactive factors. Growing evidence stated that users are prone to buy impulsively in such an environment. Prior studies were limited to demonstrate the emerging role of social media celebrities and embedded social interaction in the context of impulse buying though users encounter them concurrently and frequently while browsing. Hence, this study investigated the influence of celebrities' post authenticity, sentiment polarity, observational learning, and impulse buying tendency following the latent state-trait theory. We have used the data of 452 Pakistani respondents to empirically investigate the research model collected via an online questionnaire from celebrities' community on Facebook. This study employed partial least squares structural equation modeling (PLS-SEM) and fuzzy set qualitative comparative analysis (fsQCA) to analyze data. The findings revealed that proposed constructs significantly influence the urge to buy impulsively. Further, impulse buying tendency moderates all relationships except negative sentiments. Unexpectedly, the moderation effects of celebrities’ authenticity are insignificant. Furthermore, fsQCA results show the robustness of constructs towards urge to buy impulsively. The theoretical and managerial implications with limitations are provided in the paper.
Article
Purpose Drawing on the social learning theory, the purpose of this paper is to examine the antecedents and consequences of users’ excessive online social gaming. Specifically, the authors develop a model to propose that observational learning and reinforcement learning mechanisms together determine excessive online social gaming, which further foster adverse consequences. Design/methodology/approach The model is empirically validated by a longitudinal survey among users of a popular online social game: Arena of Valor. The empirical data are analyzed using component-based structural equation modeling approach. Findings The empirical results offer two key findings. First, excessive online social gaming is determined by observational learning factors, i.e. social frequency and social norm, and reinforcement learning factors, i.e. perceived enjoyment and perceived escapism. Second, excessive online social gaming leads to three categories of adverse consequences: technology-family conflict, technology-work conflict and technology-person conflict. Meanwhile, technology-family conflict and technology-work conflict further foster technology-person conflict. Originality/value This study contributes to the literature by developing a nomological framework of excessive online social gaming and by extending the social learning theory to excessive technology use.
Article
Data and theory have generated mixed results about the positive versus negative psychological effects of massively multiplayer role-playing games (MMORPGs). Such games provide opportunities to interact with others in ways that (like in-person groups) can foster cooperation and social support from others; however, they can facilitate social aggression and peer victimization as well. The current study involved multi-group path analysis of survey data obtained from 337 frequent MMORPG users. The paper proposes and supports a Compensatory Social Interaction model in which MMORPG play was simultaneously associated with healthy outcomes as a function of higher online social support and adverse outcomes as a function of online peer victimization. These countervailing processes offset one another, ostensibly suggesting that MMORPG use was unassociated with these outcomes; however, follow-up analyses revealed that the kind of outcome depended on individuals’ levels of online social support versus victimization. Results are interpreted in light of the Compensatory Social Interaction model and possible clinical applications.
Chapter
This enhanced chapter revisits a previous literature analysis of research on the potential educational benefits of the use of massive multiplayer online role playing games (MMORPG) by considering both changes in the medium itself and recent trends in research. Initially, a working operational definition of MMORPGs in education is considered in light of research to date with a focus on how MMORPGs differ from most video games in terms of types of player-game interaction, levels of player-player interaction, and environments in which interaction occurs. Next considering previous and current theoretical and empirical studies on MMORPGs from a variety of disciplines, including education, psychology, and linguistics, a conceptual framework for the use of MMORPGs in support of learning is created. Finally, an overview of current research trends in MMORPGs is provided, concluding with suggestions concerning future research of the use of MMORPGs in support of learning.
Article
Referring to career construction theory, this study tried to examine the association between psychological capital, career adaptability and career competency. Data were collected from 193 frontline employees in five-star hotels in North Cyprus in three different waves through a two-week time lag. The results clearly proved that there is a significant relationship between psychological capital and career adaptability. Additionally, career adaptability has a positive impact on career competency. In this relation, career adaptability mediates the relationship between psychological capital and career competency. Implications for practitioners and managers, study limitations and future research direction are discussed in this study.
Article
In marketing applications of structural equation models with unobservable variables, researchers have relied almost exclusively on LISREL for parameter estimation. Apparently they have been little concerned about the frequent inability of marketing data to meet the requirements for maximum likelihood estimation or the common occurrence of improper solutions in LISREL modeling. The authors demonstrate that partial least squares (PLS) can be used to overcome these two problems. PLS is somewhat less well-grounded than LISREL in traditional statistical and psychometric theory. The authors show, however, that under certain model specifications the two methods produce the same results. In more general cases, the methods provide results which diverge in certain systematic ways. These differences are analyzed and explained in terms of the underlying objectives of each method.
Article
Several issues relating to goodness of fit in structural equations are examined. The convergence and differentiation criteria, as applied by Bagozzi, are shown not to stand up under mathematical or statistical analysis. The authors argue that the choice of interpretative statistic must be based on the research objective. They demonstrate that when this is done the Fornell-Larcker testing system is internally consistent and that it conforms to the rules of correspondence for relating data to abstract variables.
Article
This study aims to analyze virtual self-discrepancy (VSD), avatar identification, and gaming addiction in Massively Multiplayer Online Role-Playing Games (MMORPGs). Two studies were conducted to test the relations between VSDs (i.e., idealized vs utopian avatar), avatar identification, and gaming addiction. In the cross-sectional survey (Study 1; 770 MMORPGs players) we assumed that higher MMORPG addiction was directly predicted by the construction of an idealized avatar (vs. utopian avatar) and by the avatar identification, which also mediated the relationship between the VSDs and gaming addiction. In the 2 × 2 experimental study (Study 2; 100 participants), manipulating VSD and avatar identification, we assumed that MMORPG addiction risk was higher in the idealized avatar-high identification condition than in the utopian avatar-low identification condition. Results confirmed that the more idealized the avatar was, the more the users increased their avatar identification (Study 1), that in turn was associated with gaming addiction (Study 1 and Study 2), and that only an idealized avatar (vs. utopian avatar) directly affected gaming addiction (Study 1). Furthermore, results showed that MMORPG addiction risk was higher in participants who customized an idealized avatar and identified with it (vs. utopian avatar-low identification) (Study 2).
Article
This study examines the differential effects of social and individualistic motivations to play massively multiplayer online (MMO) games on feelings of general social support and tolerance (i.e., bridging social capital). Survey data collected from players of the popular MMO World of Warcraft (n = 147) were used to construct a structural equation model to assess the effects of various user motivations, behaviors, and demographic characteristics on self-reported bridging social capital. Results indicate that motivations to socialize and form relationships with other players have positive direct and indirect effects on bridging social capital, while individualistic motivations do not significantly influence the outcome variable. Additionally, the results reveal several demographic differences by age, sex, and number of online friends. Findings provide support for the “rich get richer” hypothesis (Kraut et al., 2002), suggesting that players with pre-established social networks and strong social skills are more likely to benefit from involvement in interactive online platforms. Limitations are discussed and directions for future research are proposed.
Article
The question of whether online gaming can lead to the formation of meaningful social relationships or rather displaces real life social interactions and thus fosters isolation is still being discussed controversially. A type of game that has rarely been investigated in this context is the genre of online first-person shooters (FPS). The current study examines how playing the popular FPS Counter-Strike (CS) is related to social capital acquisition and to social support in general. In contrast to existing studies, not only playing frequency, but additional factors like specific playing habits and players’ motivations were considered. Further, a systematical comparison with a sample of players of the online role-playing game World of Warcraft (WOW) is provided. In total, 828 participants (419 CS players, 409 WOW players) filled out an online survey about their gaming behaviors and their social embeddedness. Within both subsamples, a high playing frequency was negatively related to social support, but showed some positive relationships with the acquisition of game-based social capital. Further analyses confirmed our expectation that neither FPS nor role-playing games are per se social or asocial, but that outcomes of playing depend on gamers’ motivations and playing habits. Accordingly, players with a high social motivation and with a more social playing style (i.e. clan/guild members and team players) received more positive social outcomes than less socially-oriented players.
Article
Despite the important role of employee engagement, research on the psychological factors affecting employee engagement is scarce. Furthermore, engagement research has focused on frontline employees, overlooking management employees. This study tested a conceptual model of the interrelationships among service climate, psychological capital, employee engagement, and turnover intention and explored the mediating effects of employee engagement. Structural equation modeling was used to examine the hypothesized relationships and an invariance test was employed to determine the effect of organizational hierarchy with a sample of hospitality frontline and management employees. Psychological capital and service climate were critical to elevating employee engagement and showed a stronger impact for managers’ engagement than frontline employees’ engagement. Furthermore, employee engagement was a critical mediator. The study fills important gaps in the hospitality literature and extends social exchange theory by showing reciprocal relationship differences between frontline employees and managers through an examination of organizational hierarchy.
Article
Timebanking is a peer-to-peer service exchange tool in which the services exchanged are valued by the time it takes to provide them. This study complements previous work by empirically examining if timebanking is positively related to social capital development. Grounded in the theoretical model of social capital, the study incorporated self-efficacy and timebanking activities (requests and offers) as predictor variables, trust and reciprocity as dimension variables, and sense of community as outcome variable of social capital. Using data from a survey distributed across the timebanks nationwide (N = 429), our findings provided evidence of positive relationships among self-efficacy, requests on timebanks, trust, and sense of community. We conclude that timebanking use is a promising way to develop social capital. Our study contributes to the understanding of social capital development on different mediated platforms. Unlike social network site use, it does not require members to personally construct the networks to reap associated social benefits. Timebanks help connect people, pool resources from the community, and pave the way for trust and reciprocity among members.
Article
The present study tests a recently proposed model in which social video game play supports wellbeing by contributing to a harmonious type of engagement with the game. Players (N = 2030) of the online-only multiplayer first-person shooter game, Destiny, reported the frequency they played with real-life friends, online-only friends and strangers, their type of engagement with the game – measured as harmonious and obsessive passion, and completed a wellbeing measure of social capital. Telemetry data also recorded their total time playing over the duration of the study. A structural equation model supported the prediction that harmonious – but not obsessive – passion would mediate the positive association between playing with others and social capital. The findings also supported a supplementary hypothesis that the three types of social relationships would be differentially associated with two forms of social capital – bridging versus bonding – as a function of the closeness of social ties. Real-life friends was positively associated with bonding, strangers with bridging, and online-only friends with both. Overall, these results emphasise that social interactions in (and around) online multiplayer video games are effective for building social capital, and do so by ensuring game play is in harmony with other goals and values.
Article
In the summer of 2016, the widespread popularization of the game Pokémon Go brought the public's attention to the possible socialization benefits associated with location-based mobile games (LBMGs), yet no studies to date have investigated this issue. LBMGs deserve greater research attention because this type of game provides a unique gaming experience that encourages players to leave their homes and navigate around their neighborhood. This distinctive feature may promote more face-to-face interactions among LBMG players. Grounded in social capital theories, the present study compared the levels of both bridging and bonding social capital between LBMG and non-LBMG players. More important, we formulated a multiple-process model to explain the hypothesized psychological mechanisms underlying social capital accumulation among LBMG players. Participants were 349 U.S. participants (57 percent men; Mage = 32.40, SDage = 7.92, age range = 19-66). Results supported the proposed model by revealing that face-to-face interaction was crucial to the accrual of both bridging and bonding social capital among LBMG players, through enhancing their levels of communication frequency and self-disclosure. The present findings have implications for the utilization of LBMG as a potential tool to promote face-to-face interactions and accumulate social capital.
Article
Using a two-wave panel in Hong Kong, this study examines how different uses of mobile social media contribute to individuals’ social capital and psychological well-being. Findings showed that communicative use and self-disclosure on mobile social media were positively related to bonding and bridging capital and psychological well-being. Friending was also positively related to bridging capital, but not to bonding capital and psychological well-being. Moreover, both bonding and bridging capital mediated the relationship between mobile social media use and psychological well-being. This study highlights the unique social and technological affordances of smartphones by examining mobile social media use and how it contributes to quality of life.
Article
Research on online gaming engagement and psychosocial outcomes is somewhat contradictory, which may be due to inconsistencies in outcome measures and conceptualization of gaming engagement. To add clarity to this, we explored these relationships using a number of different indictors of “engagement” Additionally, we examined the role of social identity and online social capital as mediators of online gaming engagement and psychosocial outcomes. We addressed this in a sample of Massively Multiplayer Online (MMOs) players (N = 708), via an online questionnaire. Findings revealed positive relationships between MMO engagement, MMO identity, and online social capital. Additionally, MMO identity related positively to self-esteem and social competence, and negatively with loneliness. Differential outcomes were also found between social capital and loneliness. Specifically, loneliness was negatively related to online bonding, but positively with online bridging capital, highlighting the importance of exploring the constitution of gaming communities to assess their role in promoting varying dimensions of social capital and the associated psychological correlates. Taken together, we evidence the psychosocial benefits of MMO engagement, specifically in relation to the social value of identifying and connecting with others in MMOs. Additionally, we highlight the complexities surrounding the concept and measurement of gaming engagement.
Article
Expanding and building on our previous study, the current study mainly explored the degree to which older adults' social interactions in Massively Multiplayer Online Role-Playing Games (MMORPGs) are associated with four socio-emotional factors. A total of 222 older World of Warcraft players, recruited online, completed a Web questionnaire. Consistent with the findings of the previous study, older adults' socio-emotional wellbeing was associated with the quality of guild play and enjoyment of relationship. Socio-emotional wellbeing was not associated with the amount of gameplay, intensity of interaction, network level and social motivation for playing MMORPGs. In addition, the findings also indicated that a large number of older adults developed meaningful online relationships with their game friends, but that it would be difficult for them to integrate these online friends into their 'real' lives. Gerontology researchers have established that social interaction is important for successful aging. A decrease in social interaction and cognitive decline have become a normal part of ageing, leading to serious social and emotional challenges such as loneliness and depression. Due to the in-game mechanisms, Massively Multiplayer Online Role-Playing Games (MMORPGs) are online communities where older adults can build and maintain meaningful and supportive relationships, but there is still a lack of understanding of whether or how these occur. This research investigated older adults' social interactions in MMORPGs and the degree to which these are associated with four socio-emotional factors-loneliness, depression, social support, and belongingness.
Article
Objective: Sense of coherence (SOC) is a concept that helps to explain the relation between personal intentionality as psychosocial factors and health-related behaviors. Thus, it is essential to enhance SOC when encouraging a healthy lifestyle. However, the factors that promote SOC have not been fully investigated among university students. The objective of this study was to clarify the general resistance resources (GRRs) that may promote the development of the SOC among university students. Therefore, we examined the relationship between SOC and social capital (SC), self-efficacy, and mental health. Methods: Participants included 443 students from nine academic departments at eight universities in the Kanto or Kinki metropolitan areas of Japan. Participants completed an anonymous questionnaire. Individual-level cognitive and structural SC, generalized self-efficacy, mental health inventory (from SF-36v2), and SOC were measured. Confirmatory factor analysis using structural equation modeling was conducted to verify the factor structure of the SOC-13 scale. Stepwise multiple regression analysis and two-way layout analysis of variance were performed with SOC as the dependent variable. Results: The factor structure of SOC indicated the optimal model fit in the second-order three-factor model of the 12 items. SOC was predicted by five variables: age, cognitive SC, structural SC, mental health, and self-efficacy. For students from urban areas, SOC was predicted by the interaction between cognitive and structural SC. Conclusion: SOC was significantly related to cognitive SC, structural SC, and self-efficacy as well as mental health in university students from urban areas. Furthermore, the combination of higher-level cognitive SC and higher-level structural SC exerted an inhibitory influence on SOC among students who previously and currently live in urban areas. Therefore, the findings indicated that both cognitive and structural SC as well as self-efficacy may act as GRRs that promote the development of SOC, and similarly, good mental health may promote a strong SOC.
Article
This study examined how learning processes unfold and vary when rewards are provided or not provided to groups on a competitive basis in hopes of informing the improvement of incentive systems in collaborative settings. It employed the idea of coopetition by integrating rewarded and unrewarded competition with collaboration to form two coopetition designs: social-comparison coopetition (unrewarded competition) and zero-sum coopetition (rewarded competition). Interrelationships among self-efficacy, social support, self-regulated learning, motivation for achievement, and critical thinking, which hold significance for collaborative learning and education, were used to model learning processes with PLS-SEM. Sixty-three university students joined the study. Data sources included survey data and students' academic scores. The findings indicated that social-comparison coopetition (unrewarded competition) demonstrated advantages over zero-sum coopetition (rewarded competition) in facilitating students' collaboration. Self-efficacy exerted distinct influences over self-regulated learning in the two coopetition designs. It significantly predicted student's motivation for achievement in social-comparison coopetition while not in zero-sum coopetition. Motivation for achievement significantly predicted the development of critical thinking in social-comparison coopetition but not in zero-sum coopetition. Surprisingly, social support did not contribute significantly to self-regulated learning in either coopetition design. This paper concludes with implications for refining incentive systems in collaborative learning settings.
Article
Some studies indicated that playing online games yields a "rich-get-richer effect'' and is especially socially beneficial for extraverted players, while other authors argue that online gaming could have compensational effects for introverted players. The current survey study (N=409) investigates the connection between introversion/extraversion and social capital outcomes of playing the popular role-playing game World of Warcraft and shows that the rich-get-richer and the compensation perspective are not mutually exclusive. Path analysis revealed that extraverted players communicated and self-disclosed more extensively, more often engaged in team play, and, hence, had better chances to build up social capital than introverts. However, at least some of the introverted players used the game for social compensation. These players chose a more social playing style, which increased their chances to acquire social capital. The results demonstrate that the group of introverted players is more heterogeneous than previously thought and that the links between personality aspects and social outcomes of playing are quite complex and rather indirect than direct.