In-game and Out-of-game Social Anxiety Influences Player Motivations, Activities, and Experiences in MMORPGs

要旨

Socializing is an important part of why people choose to play games and is at the core of many game mechanics. Anxiety and fear about social interactions can lead to withdrawal from socializing in the physical world, yet players with social anxiety preferentially choose MMORPGs — a highly social genre — raising questions of whether social anxiety expresses differently during in-game interactions. In the present study (N=181), we explore whether and how social anxiety translates into MMORPGs. By developing a measure of in-game social anxiety, we find that although fear and apprehension of socializing in the physical and game worlds are related, they differently affect preferences, behaviours, and experiences. Social anxiety in the physical world drives reasons for playing, whereas in-game anxiety affects behaviours, reducing participation in activities related to socializing and difficult in-game challenges. Our findings can inform the design of social games and the links between social anxiety and social gaming.

キーワード
Online gaming
social anxiety
MMORPG
socializing
著者
Martin Dechant
University of Saskatchewan, Saskatoon, SK, Canada
Susanne Poeller
University of Trier, Trier, Germany
Colby Johanson
University of Saskatchewan, Saskatoon, SK, Canada
Katelyn Wiley
University of Saskatchewn, Saskatoon, SK, Canada
Regan L. Mandryk
University of Saskatchewan, Saskatoon, SK, Canada
DOI

10.1145/3313831.3376734

論文URL

https://doi.org/10.1145/3313831.3376734

会議: CHI 2020

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2020.acm.org/)

セッション: Playing well with others

Paper session
313B O'AHU
5 件の発表
2020-04-29 20:00:00
2020-04-29 21:15:00
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