7,044 research outputs found

    Determinants of Friendship in Social Networking Virtual Worlds

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    This paper examines the determinants of friendship between two users in a virtual world who are unaware of each other's real identities. Drawing on theories of homophily, heterophily and propinquity, three virtual world behaviours are analysed: avatar appearance, avatar location, and avatar communication. Data are collected on 179 participants interacting in a novel virtual world. The main results show that: (1) avatars did not tend to form friendships with avatars that are similar in appearance to themselves but did tend to form friendships with avatars that are dressed differently from themselves; (2) in terms of location, the closer an avatar stands to other avatars, the more likely the avatar is to receive a friend invitation; and (3) the fewer words an avatar uses in communication, the more likely the avatar is to receive a friend invitation. This paper contributes to theories of virtual world interaction and to using virtual worlds as a data collection platform

    Exploring social gambling: scoping, classification and evidence review

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    The aim of this report is to speculate on the level of concern we might have regarding consumer risk in relation to ‘social gambling.’ In doing so, this report is intended to help form the basis to initiate debate around a new and under-researched social issue; assist in setting a scientific research agenda; and, where appropriate, highlight concerns about any potential areas that need to be considered in terms of precautionary regulation. This report does not present a set of empirical research findings regarding ‘social gambling’ but rather gathers information to improve stakeholder understanding

    The determinants of social capital on facebook

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    This paper investigates the effect of socioeconomic status, trust and privacy concerns, and socio psychological factors on building three structural measures of social capital, which are bridging, bonding and network size (degree). Using online survey data, I find the evidence that trust and privacy concerns, being a female, and the number of hours spent in Facebook are significant determinants of bridging social capital and degree. I show that females and respondents that have trust and privacy concerns are less likely to build bridging social capital. In addition to this, the number of hours spent on Facebook is positively related to the probability of engaging in bridging social capital. The results also suggest that females are less likely to increase their network size. On the other hand, respondents that spend more hours on Facebook and respondents that come from high-income class are more likely to increase their network size.Social capital, Facebook, trust and privacy concern, socio-economic status, socio-psychological factors

    How User Personality and Social Value Orientation Influence Avatar Mediated Friendship

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    Purpose – The purpose of this paper is to study the influence of user personality and vlaues on the number of connections users make, the number of requests for connections that users give out, and the number of connections invitations users receive. Design/methodology/approach – This is a field study of 179 participants interacting in a novel virtual world. The world’s server logs are used to capture sociometrics about the users and their interaction. Findings – Findings suggest that personality and values influence the number of friends users make and the number of friendship requests users give out, but not the number of friendship invitations users receive. Only one personality trait – conscientiousness – exhibits homophily. Originality/value – Personality and social value orientation have rarely been studied together in information systems (IS) research, despite research showing the two have an impact on IS relevant constructs. The use of server logs for data capture is novel. Avatar friendship is an under-researched concept in IS

    Determinants Of The Successful Usage Of A Firm’s Sns Page

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    This research-in-progress paper aims to investigate the determinants for the successful usage of social network services (SNS) from the perspective of a firm. A new type of commercial community operated by a firm in public SNS is defined as a firm’s SNS page and the success of encouraging users’ adoption and continued usage of a firm’s SNS page is further defined as SNS success. Based on solid theoretical foundation of communicative ecology theory, a conceptual research model of SNS success is proposed. It is composed of the content quality, service quality, and social interaction quality as antecedents. Among these elements, social interaction quality is newly developed to reflect the value of interaction among community members as a second-order variable which consists of exchange information, social support, and friendship. In addition, incentives and the network size are examined as moderating variables. After building the research model and hypotheses, the measurement scales and the results of a pilot study to verify the items are described. At the end of the paper, the conclusion and the expected contribution are discussed

    Putting the "Fun Factor" Into Gaming: The Influence of Social Contexts on Experiences of Playing Videogames

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    The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming. The research consisted of a series of focus groups with regular gamers. The results of the thematic analysis revealed the importance of social belonging, opportunities for social networking and the promotion of social integration for game enjoyment. However, social experiences could also facilitate feelings of frustration in gameplay as a result of poor social dynamics and competitiveness. The analysis furthermore suggested that group flow occurs in social gaming contexts, particularly in cooperative gameplay. A number of antecedents of this shared experience were identified (e.g., collective competence, collaboration, task-relevant skills). Taken together, the findings suggest social gaming contexts enhance the emotional experiences of gaming. The study demonstrates the importance of examining social gaming processes and experiences to further understand their potential influence on associated affective outcomes. Areas of further empirical research are discussed in reference to the study’s findings

    Proposing the Multimotive Information Systems Continuance Model (MISC) to Better Explain End-User System Evaluations and Continuance Intentions

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    To ensure that users want to continue using a system, information system designers must consider the influence of users’ intrinsic motivations in addition to commonly studied extrinsic motivations. In an attempt to address this need, several studies have extended models of extrinsic motivation to include intrinsic variables. However, these studies largely downplay the role of users’ intrinsic motivations in predicting system use and how this role differs from that of extrinsic motivation. The role of met and unmet expectations related to system use is often excluded from extant models, and their function as cocreators in user evaluations has not been sufficiently explained. Even though expectations are a firmly established consequence of motivations and an antecedent of interaction evaluations, this area remains understudied. Our paper addresses these gaps by developing and testing a comprehensive model—the multimotive information systems continuance model (MISC)—that (1) explains more accurately and thoroughly the roles of intrinsic and extrinsic motivations, (2) explains how the fulfillment of intrinsic and extrinsic motivations affects systems-use outcome variables differently through met expectations, and (3) accounts for the effects of key design constructs

    Video Games and Social Relation

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    This article will be discussing how multi-player games encourage social interactions. It will over multiple games as examples to illustrate the argument. The article has two focus: game mechanics and player psychology

    Friendships in Gamers and Non-Gamers

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    Online social technologies, such as email, social networking applications, texting and others, are now used by a majority of individuals in the U.S. (Pew, 2018a). As a result, it is not uncommon to develop friendships with others that are conducted primarily in an online environment. However, we know little about the qualities of online friendships and how they may, or may not, differ from traditional face to face friendships. The present study focused on exploring friendship quality in online and offline domains using two groups: a gamer group and a non-gamer group that used non-gaming applications to connect with others online. Participants completed a demographic questionnaire to gather information about their online and face to face friendships, the McGill Friendship Questionnaire (Mendelsohn & Aboud, 2014) for their closest online and offline friends and measures of happiness, anxiety, and depression. In Study 1, within group comparison found that gamers’ online friendships were of significantly higher quality than their offline friendships. For non-gamers, the opposite results were found. A second study was done using a larger, non-college-based sample. Results of Study 2 found that for gamers and non-gamers offline friendships were of higher quality than online friendships, although both types of friendships existed in both groups. There were no differences between groups in general life happiness, anxiety or depression. Suggestions for follow-up research are presented

    A Dual-Identity Perspective of Obsessive Online Social Gaming

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    Obsessive online social gaming has become a worldwide societal challenge that deserves more scholarly investigation. However, this issue has not received much attention in the information systems (IS) research community. Guided by dual-system theory, we theoretically derive a typology of obsessive technology use and contextually adapt it to conceptualize obsessive online social gaming. We also build upon identity theory to develop a dual-identity perspective (i.e., IT identity and social identity) of obsessive online social gaming. We test our research model using a longitudinal survey of 627 online social game users. Our results demonstrate that the typology of obsessive technology use comprises four interrelated types: impulsive use, compulsive use, excessive use, and addictive use. IT identity positively affects the four obsessive online social gaming archetypes and fully mediates the effect of social identity on obsessive online social gaming. The results also show that IT identity is predicted by embeddedness, self-efficacy, and instant gratification, whereas social identity is determined by group similarity, group familiarity, and intragroup communication. Our study contributes to the IS literature by proposing a typology of obsessive technology use, incorporating identity theory to provide a contextualized explanation of obsessive online social gaming and offering implications for addressing the societal challenge
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