Hostility is associated with self-reported cognitive and social benefits across Massively Multiplayer Online Role-Playing Game player-roles
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Yn: Cyberpsychology, Behavior, and Social Networking, Cyfrol 23, Rhif 7, 07.2020, t. 487-494.
Allbwn ymchwil: Cyfraniad at gyfnodolyn › Erthygl › adolygiad gan gymheiriaid
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T1 - Hostility is associated with self-reported cognitive and social benefits across Massively Multiplayer Online Role-Playing Game player-roles
AU - Smith, Ciaran M.
AU - Rauwolf, Paul
AU - Intriligator, James
AU - Rogers, Robert D.
PY - 2020/7
Y1 - 2020/7
N2 - Massively Multiplayer Online Role-Playing Games (MMORPGs) can sometimes be associated with patterns of play that are harmful to health and well-being. Hazardous MMORPG play has been linked to hostility (towards other people). However, little is known about how hostility, as a risk-factor, relates to players' choices within games, or players' experiences of the positive aspects of MMORPGs. Here, we surveyed 5,847 players of Jagex's RuneScape to examine how trait hostility relates to player-roles, prioritising skill acquisition/improvement (Skillers), combat (Killers), or narrative challenges (Questers). Killers reported slightly higher levels of trait hostility than Skillers and Questers. The most hostile players reported the strongest importance of in-game relative to offline achievements, possibly indicating hazardous involvement. Critically, hostile players also report the strongest cognitive and social benefits. These include (i) skills acquired through MMORPGs that help players to achieve things in their offline lives and (ii) online relationships that benefit offline relationships. These findings offer a new perspective on the way that a previously reported risk factor for harmful MMORPG play relates to player engagement, possibly by offering a helpful space for hostile individuals to develop problem-solving and social skills. Hence, those individuals who might be vulnerable to developing harmful patterns of MMORPG play may simultaneously experience stronger tangible benefits.
AB - Massively Multiplayer Online Role-Playing Games (MMORPGs) can sometimes be associated with patterns of play that are harmful to health and well-being. Hazardous MMORPG play has been linked to hostility (towards other people). However, little is known about how hostility, as a risk-factor, relates to players' choices within games, or players' experiences of the positive aspects of MMORPGs. Here, we surveyed 5,847 players of Jagex's RuneScape to examine how trait hostility relates to player-roles, prioritising skill acquisition/improvement (Skillers), combat (Killers), or narrative challenges (Questers). Killers reported slightly higher levels of trait hostility than Skillers and Questers. The most hostile players reported the strongest importance of in-game relative to offline achievements, possibly indicating hazardous involvement. Critically, hostile players also report the strongest cognitive and social benefits. These include (i) skills acquired through MMORPGs that help players to achieve things in their offline lives and (ii) online relationships that benefit offline relationships. These findings offer a new perspective on the way that a previously reported risk factor for harmful MMORPG play relates to player engagement, possibly by offering a helpful space for hostile individuals to develop problem-solving and social skills. Hence, those individuals who might be vulnerable to developing harmful patterns of MMORPG play may simultaneously experience stronger tangible benefits.
KW - MMORPGs
KW - benefits
KW - hostility
KW - player roles
KW - skills
KW - social relationships
U2 - 10.1089/cyber.2019.0349
DO - 10.1089/cyber.2019.0349
M3 - Article
VL - 23
SP - 487
EP - 494
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
SN - 2152-2715
IS - 7
ER -