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Busting the Myth of the Non-Social Gamer: Comparing Friendship Quality Between Gamers and Non-Gamers

机译:破坏了非社交游戏玩家的神话:比较游戏玩家和非游戏玩家之间的友谊素质

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Beyond the use of social media, people now often connect with people around the globe through online gaming. There are more than one billion people worldwide who play online games, and almost one-half of the population in the U.S are video gamers (Liu, Li, & Santhanam. 2013). There are still common stereotypes that gamers lack “real” friends and hide away from social activities as social isolates because the online world is not conducive to healthy social connections (Nie, 2001, Shen & Williams, 2010; Williams, 2006). However, there are also studies showing that online connections between gamers are healthy. Research with MMORPG players found that game play helped created strong online friendships, and social motives drove player participation (Griffiths et al., 2011). A German study showed that there was no significant difference between gamers and non-gamers in terms of how to socialize with other people online (Domahidi, Festl & Quandt, 2014). To gain a better understanding of gamers’ social characteristics, the present study examined friendships in online and offline domains in a gamer group and a non-gamer group. Ninety-two gamers and fifty-nine non-gamers completed the McGill Friendship Questionnaire (Mendelson & Aboud, 2014). For their closest online and offline friend, and a general measure of personal happiness using the Oxford Happiness Questionnaire (Hills and Argyle, 2002). Within group comparison found that for gamers the online friendship was of significantly higher quality than the offline friendship. For non-gamers, the opposite results were found. Of particular importance and interest in this study was the finding that the closest online friendship for the gamer group was not significantly different on any friendship dimension than the closest offline friendship for the non-gamer group, and both groups also showed no difference in general life happiness. In essence, the closest face to face friendship non-gamers enjoy looks the same as the closest online friendship reported by gamers. The results support the conclusion that gamers do have close and important friendships with other people, and that these occur online rather than face to face. The explanation could be that for gamers, their comfort in the online environment allows them to meet and grow close to others within this milieu, even though they may never meet their closest friend face to face. For further study, it will be valuable to see how this finding varies by personal qualities, such as gender, age or loneliness level.
机译:除了使用社交媒体之外,人们现在经常通过在线游戏与地球的人联系。全球有超过10亿人在线游戏,而U.的几乎一半的人口是视频游戏玩家(刘,李,&Santhanam。2013)。仍然存在常见的刻板印象,游戏玩家缺乏“真实”的朋友,并躲避社会活动作为社会孤立,因为在线世界并不有利于健康的社会联系(聂,2001年,沉和威廉姆斯,2010;威廉姆斯,2006)。然而,还有研究表明游戏玩家之间的在线连接是健康的。与MMORPG播放器的研究发现,游戏游戏有助于创造强大的在线友谊,社会动机推动了球员参与(GRIFFITHS等,2011)。德国的研究表明,游戏玩家和非游戏玩家在如何与其他人在线社交(Domahidi,Festl&Quandt,2014)之间没有显着差异。为了更好地了解游戏玩家的社会特征,本研究在游戏机组和非游戏玩家组中检查了在线和离线域名的友谊。九十二个游戏玩家和五十九个非游戏玩家完成了McGill友谊调查问卷(Mendelson&Aboud,2014)。对于他们最近的在线和离线朋友,以及使用牛津幸福调查问卷(山丘和Argyle,2002)的个人幸福一般衡量。在集团中,比较发现,对于游戏玩家来说,在线友谊的质量明显高于离线友谊。对于非游戏玩家,发现了相反的结果。特别重要和对本研究的兴趣是游戏玩家集团最接近的在线友谊在任何友谊维度上没有明显不同,而不是非游戏集团的最接近的离线友谊,而这两组也没有任何差异普遍存在幸福。从本质上讲,面对友谊非游戏玩家的最接近的面孔看起来与游戏玩家报告的最近的在线友谊相同。结果支持的结论是,游戏玩家与其他人有关的友谊,这些结论是在线而不是面对面。解释可能是对于游戏玩家来说,他们在线环境中的舒适度使他们能够在这个环境中与他人靠近别人,即使他们可能永远不会面对面。为了进一步研究,了解这一发现如何因个人素质,例如性别,年龄或孤独水平而有价值。

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