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How multiplayer online games can yield positive effects on individual gamers, gaming companies, and society as a whole

Datos Bibliográficos

ID22231007
AutoresCocuhen Wu (0000-0002-7615-524X, National Taiwan University of Science and Technology, autor de correspondencia), Chih-Hsuan Chang (National Taiwan University of Science and Technology)
Año2025
Volumen12
Número1
Fecha de publicación2025-03-24
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaHumanities and Social Sciences Communications (JOURNAL)
Identificadores de la revistaISSN: 2662-9992 • E-ISSN: 2662-9992
EditorialSpringer Science and Business Media LLC (PUBLISHER)
DOI10.1057/s41599-025-04690-6
OpenAlexW4408790031
IdiomaEN
Citas recibidas2
Referencias citadas58

Besides being a robust platform for communication and interaction among gamers, multiplayer online gaming could foster a win–win–win scenario for gamers, gaming companies, and the global society. This study developed a comprehensive model that meticulously delineates players’ behaviors and cognitive patterns within multiplayer online gaming settings. This model also incorporates social interactions in gaming and in gaming communities, self-efficacy in gaming, self-awareness, brand intimacy, and a sense of social connection among remote players. Data from a total of 844 surveys were extracted from two distinct player cohorts—one engaged in charitable activities and the other not. Model validation was performed via structural equation modeling using smartPLS, which indicated that philanthropic endeavors can amplify players’ brand intimacy and feelings of social connection with distant players. However, philanthropic activities can also positively or negatively moderate the relation between certain variables. The insights from this study can equip gaming companies with strategic knowledge to benefit players and the global community as they promote their business objectives

Advertising · Business · Multimedia · Computer Science · Digital Games and Media · Digital Marketing and Social Media · Impact of Technology on Adolescents · Materials Science · Psychology

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Obras citantes distintas2
Citas por año2
Intervalo de citas2025 - 2026 (2)
Velocidad de citacióncurrent
Altamente citadoNo
Tipos de citaNeutras: 2
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