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Channels matter: Multimodal connectedness, types of co-players and social capital for Multiplayer Online Battle Arena garners

机译:渠道很重要:多式联运,多人在线战斗竞技场获得者的合作者类型和社会资本

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摘要

The study aimed to examine the roles and interactions of (1) multimodal connectedness and (2) three types of co-player networks in online garners' social capital acquisition. Over 17,000 players of the popular game League of Legends were surveyed on their playing partners, the media channels used, and social capital. Combined with behavioral data from server logs, the results showed that multimodal connectedness (i.e., the number of communication channels used for social interaction among players) was positively associated with one's bridging and bonding social capital. The frequency of playing with an existing offline friend was positively associated with one's bridging and bonding social capital; the frequency of playing with an online friend first met in the game was positively associated with one's bridging social capital; the frequency of playing with a family member was not a significant predictor of one's social capital outcomes. Moreover, multimodal connectedness magnified the positive relationships found between social capital outcomes and playing with online and offline friends. (C) 2015 Elsevier Ltd. All rights reserved.
机译:该研究旨在检验(1)多式联运和(2)三种类型的合作者网络在在线获得者的社会资本获取中的作用和相互作用。对流行游戏《英雄联盟》的17,000多名玩家进行了调查,调查对象包括他们的玩伴,所使用的媒体渠道和社会资本。结合服务器日志中的行为数据,结果表明,多式联运(即,玩家之间用于社交互动的沟通渠道的数量)与个人桥接和绑定社会资本成正相关。与一个现有的离线朋友玩耍的频率与一个人的桥梁和社会资本的联系正相关;与游戏中初次见面的在线朋友一起玩的频率与一个人的沟通能力正相关。与家人一起玩的频率并不是一个人的社会资本结果的重要预测指标。此外,多式联运扩大了社会资本成果与在线和离线朋友玩耍之间的正向关系。 (C)2015 Elsevier Ltd.保留所有权利。

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