首页> 外文会议>Proceedings of the Human Factors and Ergonomics Society 2018 annual meeting >Busting the Myth of the Non-Social Gamer: Comparing Friendship Quality Between Gamers and Non-Gamers
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Busting the Myth of the Non-Social Gamer: Comparing Friendship Quality Between Gamers and Non-Gamers

机译:打破非社交玩家的神话:比较玩家与非玩家之间的友谊质量

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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:除了使用社交媒体外,人们现在经常通过在线游戏与全球各地的人们联系。全球有超过十亿人在玩网络游戏,而美国近一半的人口是视频游戏玩家(Liu,Li和Santhanam。2013年)。仍然存在常见的刻板印象,即游戏玩家缺乏“真正的”朋友,并且躲避社交活动作为社交孤立者,因为在线世界不利于健康的社交关系(Nie,2001; Shen&Williams,2010; Williams,2006)。但是,也有研究表明游戏玩家之间的在线联系是健康的。对MMORPG玩家的研究发现,游戏玩法有助于建立牢固的在线友谊,社交动机也促使玩家参与(Griffiths等,2011)。一项德国研究表明,游戏玩家和非游戏玩家之间在与他人在线社交方面没有显着差异(Domahidi,Festl和Quandt,2014年)。为了更好地了解游戏者的社会特征,本研究在游戏者组和非游戏者组中研究了在线和离线领域的友谊。 92位游戏玩家和59位非游戏玩家完成了《麦吉尔友谊问卷》(Mendelson&Aboud,2014年)。对于他们最亲密的在线和离线朋友,以及使用“牛津幸福问卷”(Hills and Argyle,2002)来衡量个人幸福的一般方法。组内比较发现,对于游戏玩家而言,在线友谊的质量明显高于离线友谊。对于非游戏者,发现相反的结果。在这项研究中特别重要和有趣的是,发现与非游戏者最接近的在线友谊在任何友谊维度上与非游戏者最接近的离线友谊没有显着差异,并且两组在总体生活上也没有差异幸福。从本质上讲,非游戏者最喜欢面对面的友谊看起来与游戏玩家报告的最接近的在线友谊相同。结果支持这样的结论:游戏玩家与其他人确实有着密切而重要的友谊,而且这些友谊是在线发生的,而不是面对面的。可能的原因是,对于游戏玩家来说,他们在在线环境中的舒适度使他们可以结识并与这个环境中的其他人成长,即使他们可能从未与最亲密的朋友面对面。有待进一步研究,了解这一发现随个人品质(例如性别,年龄或孤独程度)的不同而有所不同。

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