472 research outputs found

    The Effects of Game Players’ Social Intelligence on Social Support and Psychosocial Problem Factors in a 2-Wave Longitudinal Study

    Get PDF
    Although digital gaming may be considered a social medium, no prior study has investigated how young players’ social intelligence affects their psychosocial problems (aggression, depression, loneliness, and stress) and social functioning (relationships with parents and peers). The primary aim of this study was to investigate the relations between social intelligence and psychosocial outcomes. Using data from 1364 online game players in Korea, we conducted a 2-wave longitudinal study at 6-month intervals for tracking the same person. The findings indicated that level of social intelligence was negatively related with all measures of adverse emotions and positively related with relationships with parents and peers over time. The findings and implications are discussed

    From Bonehead to @realDonaldTrump : A Review of Studies on Online Usernames

    Get PDF
    In many online services, we are identified by self-chosen usernames, also known as nicknames or pseudonyms. Usernames have been studied quite extensively within several academic disciplines, yet few existing literature reviews or meta-analyses provide a comprehensive picture of the name category. This article addresses this gap by thoroughly analyzing 103 research articles with usernames as their primary focus. Despite the great variety of approaches taken to investigate usernames, three main types of studies can be identified: (1) qualitative analyses examining username semantics, the motivations for name choices, and how the names are linked to the identities of the users; (2) experiments testing the communicative functions of usernames; and (3) computational studies analyzing large corpora of usernames to acquire information about the users and their behavior. The current review investigates the terminology, objectives, methods, data, results, and impact of these three study types in detail. Finally, research gaps and potential directions for future works are discussed. As this investigation will demonstrate, more research is needed to examine naming practices in social media, username-related online discrimination and harassment, and username usage in conversations.Peer reviewe

    The Public Sharing And Private Consumption Of Celebrity Gossip Through The Motherhood Role

    Get PDF
    Research has demonstrated that gossip meets many social and individual needs and serves several functions, often conflicting in the literature. The current study focused on examining the experiences of mothers as they publicly share and privately consume celebrity gossip to better understand celebrity gossip\u27s functions. Motherhood is a demanding role filled with uncertainty and information seeking, as mothers seek to understand what constitutes a good mother. Given that mothers may selectively seek and expose themselves to content to gain information, reduce uncertainty and to find validation they are a good mother, this study revealed that participation in celebrity gossip plays a functional role by meeting both social and individual needs in these mothers\u27 lives. Of particular interest however, was the exploration of the relationship between the public sharing and private consumption of celebrity gossip. Three focus groups and six individual interviews were conducted with mothers who enjoy sharing and consuming celebrity gossip. A Grounded Theory approach was used to analyze the data, revealing eight emergent categories. The study found that while celebrity gossip does meet social and individual functions, the process is also more complex, involving a simultaneous interaction taking place when mothers publicly share and privately consume celebrity gossip

    eSports Game Skill Analysis & Prediction: League of Legends

    Get PDF
    Esports has been an explosive business especially with the current pandemic situation, it is rising to unparalleled levels of popularity as everything is going digital, Riot Games’ League of legends, which is considered one the most played video games right now with 27+ Million players per day and 115 Million over a month, checks many boxes where value can be obtained.[12] The general idea is that the game has a ranked ladder system, where players are evaluated by their win to lose ratio which is influenced by their skills in-game, each individual game performance counts towards the win or lose outcome. When looking at the general distribution of league of legends players, we will find that out of 9 available ranked divisions in the game, only 13.373% of the players are in the top 4 divisions, the remaining 87% is in the remaining divisions.[13] This is what we’re essentially looking into, and in order to do that we will go through the game data which includes compiling it first through API calls to Riot public endpoints, once the data is compiled, cleaning and pre-processing will commence, the expectation here is to have a data set ready to analyze that enables us to look for attributes that decisively tell us what is causing the winner to win and the loser to lose and finally applying an appropriate model to predict the outcome of the games

    Everything You Never Wanted to Know about Trolls:An Interdisplinary Exploration of the Who's, What's, and Why's of Trolling in Online Games

    Get PDF
    Summary Within the world of online gaming, trolling has become a regular menace. While gamers try to connect and socialize with one another, or even simply play the game, there are other gamers – trolls – on the prowl for an entirely different kind of good time, one in which they are enjoying themselves at the expense of everyone else (Chapters 2 and 3). Although trolling is common, and mass-media has latched onto it as a hot topic, it is only recently that the academic community has begun to take a serious look at how trolling occurs in and affects the gaming community at large. However, a lot of this literature is either descriptive in nature (see Thacker & Griffiths, 2012), or jumps ahead to prevention (see Cheng et al., 2017) without taking a deeper look at more than a single underlying motivation at a time. In short, there is a complex and prolific phenomenon happening online, but the research on it is only emerging. This dissertation’s goal is to take a deeper look at trolling as a phenomenon, beyond what has been done so far. More specifically, I aim to figure out a) what trolling is, b) why people do it, and c) who helps and who hinders trolling in online games. To do this, I took four different perspectives: the troll’s (Chapter 2), the researcher’s (Chapter 3), the victim’s (Chapter 4), and the bystander’s (Chapter 5). The purpose of Chapter 2 is to give the troll’s perspective on trolling, something that researchers had yet to do at the time. To do this, I interviewed 22 people who said that they had a history of trolling in online games. More specifically, I asked them about times they witnessed, were victims of, or perpetrated trolling, as well as what they thought about how the gaming community dealt with and felt about trolls and trolling. My goal with these interviews was threefold: I wanted to figure out a) what trolls consider trolling, b) what motivates them to do it, and c) the role of everyone else in game when it comes to encouraging or discouraging more trolling. What I found was that although trolling was almost universally considered a negative part of online gaming culture, and all the trolls in our group of participants started as victims of trolls before becoming trolls themselves, the online community neither encourages nor discourages it, making it an asocial activity. The next chapter allowed me to look at an archive of trolling incidents to find patterns in the way that different people involved in real-life trolling incidents communicate with one another. This public online archive consisted of 10,000 reported incidents of trolling in the popular online game League of Legends, and it included game data like player statistics, as well as everything all the players involved said during the game. Once the data was properly cleaned and prepared, myself and my co-author, Dr. Rianne Conijn, analysed the chat logs in two different ways: structural topic modelling (STM), and a traditional dictionary-based content analysis. In this way, we were able to see what characterized all the different actors – the troll, their victim(s), and the bystanders – and what was similar when it came to their messages. All this information was then compared to what existed already in literature used to describe trolls and trolling and complement what I had learned about trolls from Chapter 2. The key finding was that trolls and their teammates actually share a lot of the negative speech patterns (e.g., profanity, negative emotional content) normally associated with only trolls. Practically, this means that we have to be extremely careful as researchers when labelling trolls for the purpose of study, as we could very easily be falsely labelling victims. After speaking to trolls and looking at trolling interactions broadly, Chapter 4 focuses intently on the victim and their personal experience in a trolling simulation, taking into account their cultural background and values. It is also the first study to directly compare and contrast two different types of trolling: verbal (flaming) and behavioural (ostracism). They are both really common online occurrences, so the participants could easily relate, but they are extremely different in how they are executed, with flaming being vicious insults and ostracism being totally ignoring a person. Our participants were either Dutch, Pakistani, or Taiwanese, so that we could also look at how people from vastly different cultural backgrounds would react to – behaviourally and emotionally – the different kinds of trolling in the study. We simulated a trolling experience by putting our participants in a virtual game of catch with two computerized co-players, who they were led to believe were real people of either the same nationality or a minority member (e.g., a Moroccan immigrant in the Netherlands), who I had programmed to either troll them or silently watch the trolling happen. We found that there are indeed cultural differences when it comes to reactions, as well as differences between reactions to the two trolling types, but the core take-away is that future trolling interventions have to take into account the cultures of the target population as well as the specific type of trolling they are trying to fix or prevent in order to be effective. In the penultimate chapter, I shift the focus one last time to bystanders by putting participants in a game of League of Legends with two confederates who would troll one another throughout the game. This study’s goal was to see what motivated gamers to report trolls to an authority figure (the game developer) using the game’s built-in reporting functions, as the results of Chapter 2’s study suggested that this was an effective trolling deterrent. It is also, according to the results of the same study, the least-used recourse by bystanders faced with trolls in the proverbial wild. We found that how warm and friendly the troll was perceived to be and how competent the victim was perceived to be were what determined whether the participant reported our fake troll or not. A more competent victim and a less warm troll lead to more reports. To conclude, there is still a lot more to learn about trolls and trolling, but the field is farther along now than when this project started in 2015. There is a broad definition developed that encompasses most of the descriptive literature on trolling in games thus far. We also now know that there is the indication of a trolling cycle that requires further exploration. This is particularly important to know when it comes to the world of game development, as knowing the cycle exists allows for multiple points of intervention in order to protect their customers. Finally, this dissertation has shown the complexity of not just trolls – who are often portrayed in the media as one-dimensional antagonists – but also of everyone else involved in trolling interactions. Trolls, victims, and bystanders are all multi-faceted humans, and trolling, like all interactions, is an intricate social dance that deserves to be studied in even further depth in the future than what I have done here

    El videojuego League of legends y su efecto en memoria de trabajo visual y solución de problemas

    Get PDF
    El propósito de este estudio es medir los efectos que tiene el videojuego League of Legends en los procesos cognitivos de memoria de trabajo visual (MVT) y solución de problemas (SP). Para medir dichos efectos se implementó un diseño pre test-post con un grupo experimental y uno control, compuestos cada uno por siete participantes, en donde se evaluaron los procesos previamente mencionados utilizando los cubos de Corsi para MVT y las matrices del WAIS III para SP. Después de realizar los respectivos entrenamientos se encontraron resultados significativos en los diferentes momentos de aplicación. En el grupo experimental se encontraron diferencias en la variable dependiente SP, mientras que en el grupo control en MVT, pero no en la interacción entre grupos ni diferencias entre grupos, lo que sugiere un efecto de familiarización a la prueba.The purpose of this study was to measure the effects of the videogame League Of Legends on the higher cognitive processes of visual working memory (VWM) and problem solving (PS). For this purpose, a pretest-postest design was implemented with an experimental and control group composed of seven participants in each one of these groups. The previously mentioned processes were tested using the Corsi block-tapping task (VWM) and matrix reasoning of WAIS III (PS). After completing the respective training, significant results were found at the different measure points. For the experimental group, significant differences were found in PS, and for the control group significant differences were found for VWM. However no significant results were found for the interaction with group or between the groups. This suggests that a familiarization effect in the application of the tests

    Adolescents’ engagement with social media

    Get PDF
    Social media plays an increasingly important role in the daily lives of adolescents. Yet evidence of its effects are mixed, and the field lacks underlying theory to guide more nuanced research. This study explored the psychosocial processes underpinning adolescent engagement with social media. Adolescents (n = 28) were interviewed regarding their experiences of social media, and interview transcripts were analysed using grounded theory methodology. The emergent theory describes a cyclical process of evaluating the risks vs rewards of social media use, experimenting, learning from experiences, and re-calibrating one’s stance towards social media. Two styles of use, active and passive, became apparent, each maintained and defended by numerous strategies employed consciously and unconsciously, with the overarching goal of maintaining a sense of safety regarding their sense of self and status within their social hierarchy. This study depicts a complex, nuanced picture of adolescent engagement with SM, one that encompasses both positive and negative experiences. The model points to the importance of identity and social identity theories, and raises important questions about identity development in this evolving context
    corecore