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

Dados Bibliográficos

ID22231007
AutoresCocuhen Wu (0000-0002-7615-524X, National Taiwan University of Science and Technology, autor correspondente), Chih-Hsuan Chang (National Taiwan University of Science and Technology)
Ano2025
Volume12
Fascículo1
Data de publicação2025-03-24
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoHumanities and Social Sciences Communications (JOURNAL)
Identificadores do periódicoISSN: 2662-9992 • E-ISSN: 2662-9992
EditoraSpringer Science and Business Media LLC (PUBLISHER)
DOI10.1057/s41599-025-04690-6
OpenAlexW4408790031
IdiomaEN
Citações recebidas2
Referências 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
Citações por ano2
Intervalo de citações2025 - 2026 (2)
Velocidade de citaçãocurrent
Altamente citadoNão
Tipos de citaçãoNeutras: 2
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