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首页> 外文期刊>Computers in Human Behavior >Predicting guild commitment in World of Warcraft with the investment model of commitment
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Predicting guild commitment in World of Warcraft with the investment model of commitment

机译:用承诺投资模型预测魔兽世界中的公会承诺

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摘要

Many MMORPG offer players the possibility to become a member of a guild, a hierarchical organization of characters with common objectives. Guild membership can be beneficial to game progress, and offer opportunities for social interaction. In the current study we focus on the MMORPG World of Warcraft (WoW), with the main aim to examine whether guild commitment and players' intention to remain in their guild can be predicted by players' satisfaction, investments, and perceptions of alternatives to their guild. To this end, 165 WoW players completed an online questionnaire and answered questions related to their guild membership. They also completed the investment model scale which was reworded so ail questions pertained to their guild and their fellow guild members. Results show that satisfaction level, quality of alternatives, and investment size significantly predict commitment level (p's < .001), which in turn predicted likelihood of participants' staying with their current guild (p < .001) and the number of guilds they had been a member of in the past (p < .001). Moreover, high levels of guild commitment were indicative of better mental health, whereas weekly hours of game play was negatively related to mental health. In the discussion, we conclude that interdependence theory and the investment model of commitment are applicable to online gaming environments, and we argue that commitment to one's guild is one factor that could prevent the risks associated with online game play (i.e. problematic use).
机译:许多MMORPG为玩家提供了成为公会成员的机会,公会是具有共同目标的角色的等级组织。公会会员资格可以促进游戏进程,并提供社交互动的机会。在本研究中,我们将重点放在MMORPG魔兽世界(WoW)上,其主要目的是检验能否通过玩家的满意度,投资和对其替代品的看法来预测行会的承诺和玩家留在行会中的意图。公会。为此,共有165位《魔兽世界》玩家填写了在线问卷,并回答了与公会会员资格有关的问题。他们还完成了投资模型规模的修改,因此涉及其公会及其同业成员的所有问题。结果表明,满意度,替代品的质量和投资规模显着预测了承诺水平(p≤.001),这反过来又预测了参与者维持其当前行会的可能性(p≤.001)和他们拥有的行会数量。曾经是成员(p <.001)。此外,高水平的公会承诺表明心理健康状况改善,而每周玩游戏的时间与心理健康状况呈负相关。在讨论中,我们得出结论,相互依赖理论和承诺投资模型适用于在线游戏环境,并且我们认为对公会的承诺是可以防止与在线游戏相关的风险(即有问题的使用)的因素之一。

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