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Hostility is associated with self-reported cognitive and social benefits across Massively Multiplayer Online Role-Playing Game player-roles. / Smith, Ciaran M.; Rauwolf, Paul; Intriligator, James et al.
Yn: Cyberpsychology, Behavior, and Social Networking, Cyfrol 23, Rhif 7, 07.2020, t. 487-494.

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Smith CM, Rauwolf P, Intriligator J, Rogers RD. Hostility is associated with self-reported cognitive and social benefits across Massively Multiplayer Online Role-Playing Game player-roles. Cyberpsychology, Behavior, and Social Networking. 2020 Gor;23(7):487-494. Epub 2020 Gor 10. doi: 10.1089/cyber.2019.0349

Author

Smith, Ciaran M. ; Rauwolf, Paul ; Intriligator, James et al. / Hostility is associated with self-reported cognitive and social benefits across Massively Multiplayer Online Role-Playing Game player-roles. Yn: Cyberpsychology, Behavior, and Social Networking. 2020 ; Cyfrol 23, Rhif 7. tt. 487-494.

RIS

TY - JOUR

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 -