Prospective Passion and Social Capital within DotA 2 Players

Q1 Social Sciences
Daniel Johnson, Julian Frommel, Winnifred Louis, Matthew David Lee, Porntida Tanjitpiyanond, Regan L. Mandryk
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Abstract

The Dualistic Model of Passion (obsessive and harmonious passion) can explain motivations for videogame play along with associated outcomes, such as the development of social capital; however, existing research exploring passion and social capital in videogaming has been cross-sectional. In the current study we surveyed players of DotA 2 at three time points, over six months (T1 n=462, T2 n=182, T3 n=115), to explore the stability of passion for DotA 2 over time and how such passion may lead to the development or erosion of social capital. Our key findings include that passion for playing DotA 2 is relatively stable over time and that harmonious passion predicts future bridging social capital, while obsessive passion predicts future bonding social capital. Importantly, our findings suggest the absence of a "slippery slope" scenario in which players who have a healthy pattern of engagement development obsessive passion or problematic play. Equally, however, our findings also suggest that those who are obsessive are unlikely to naturally trend towards a more harmonious style of engagement over time. We consider the implications of our findings for health practitioners, players and videogame developers and identify the differences between our longitudinal findings and the existing cross-sectional research.
《dota2》玩家的潜在热情和社会资本
激情的二元模型(强迫性激情和和谐激情)可以解释电子游戏的动机以及相关结果,如社会资本的发展;然而,现有的关于电子游戏中的激情和社会资本的研究都是横向的。在目前的研究中,我们对《DotA 2》的玩家进行了为期6个月的三个时间点调查(T1 n=462, T2 n=182, T3 n=115),以探究对《DotA 2》的热情随时间的稳定性,以及这种热情如何导致社会资本的发展或侵蚀。我们的主要发现包括,玩《DotA 2》的热情随着时间的推移相对稳定,和谐的热情预示着未来的桥梁社会资本,而强迫性的热情预示着未来的纽带社会资本。重要的是,我们的研究结果表明,不存在“滑坡效应”的情况,即拥有健康粘性模式的玩家会发展成强迫性激情或有问题的游戏。然而,同样的,我们的研究结果也表明,随着时间的推移,那些有强迫症的人不太可能自然地倾向于更和谐的参与方式。我们考虑了我们的研究结果对健康从业者、玩家和电子游戏开发者的影响,并确定了我们的纵向研究结果与现有横断面研究之间的差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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