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首页> 外文期刊>Communication research >We're All in This (Game) Together: Transactive Memory Systems, Social Presence, and Team Structure in Multiplayer Online Battle Arenas
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We're All in This (Game) Together: Transactive Memory Systems, Social Presence, and Team Structure in Multiplayer Online Battle Arenas

机译:我们全都在这场比赛中:多人在线战斗竞技场中的互动式记忆系统,社交存在和团队结构

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摘要

This study applies theories of computer-mediated communication and human-computer interaction to the study of transactive memory systems (TMS; how small groups coordinate expertise, for which communication is the central mechanism) in video game teams. A large-scale survey (N = 18,627) of players from the small group video game League of Legends (LoL) combined with server-side data provided by Riot Games (the creators of LoL) was conducted to look at the relationship between TMS and win/loss outcome as well as the role of team size and past team member acquaintanceship on the formation of TMS, using social presence as a mediator. Results found that TMS was highly predictive of the likelihood of a team winning a game, and that while past team member acquaintanceship predicted TMS, team size did not. Furthermore, only two dimensions of social presence, copresence and perceived comprehension, were related to TMS. These two dimensions fully mediated the relationship between past team member acquaintanceship and TMS.
机译:这项研究将计算机介导的交流和人机交互的理论应用于视频游戏团队中的交互式内存系统(TMS;小组如何协调专业知识,其中交流是主要机制)的研究。进行了小组视频游戏《英雄联盟》(LoL)玩家的大规模调查(N = 18,627),并结合了Riot Games(LOL的创建者)提供的服务器端数据,以研究TMS与赢/输结果以及团队规模和过去团队成员相识在TMS形成中的作用,使用社会存在作为中介。结果发现,TMS可以高度预测团队赢得比赛的可能性,而过去的团队成员相识可以预测TMS,但团队规模却不能。此外,社会存在感只有两个维度,即共存感和感知理解力,与TMS相关。这两个维度完全调解了过去团队成员相识与TMS之间的关系。

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